Wednesday 11 October 2023

Wizardry: Illusion Spells I

Wizardry: Illusion Spells I

Let's convert some of the illusion spells from D&D. For the most part, they are similar to the illusion spells from GURPS Magic. In the original version, they also requires a bit of fleece as a focus, but I opted to remove it. Silent Image is almost identical to the GURPS Simple Illusion, but requires constant concentration and hence doesn't have Independent, +40%. Minor Image adds sounds, but not speech. Major Image adds thermal, touch, taste, smell, and fully-functional sound effects. Programmed Image is something more interesting, as it lets you create an illusion that is triggered by a specific condition. Illusory Wall creates a permanent illusion of a wall to populate your dungeon with fake walls and floors.
 
    Silent Image
    Keywords: Area (Leveled).
    Full Cost: 17 points for level 1 + 12.5 points/additional level*.
    Casting Roll: Skill. Use skill or Artist (Illusion) to determine how convincing it is.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: 100 yards.
    Duration: Indefinite.
 
    You can create a visual illusion anywhere that you can see within 100 yards. You must win a Quick Contest of skill – or Artist (Illusion), if better – against the Per of anyone you want to fool; otherwise they notice something “off.” Do not apply range penalties to this roll. Their roll is at +4 if they have reason to be alert for illusions or +10 if you made it appear from out of nowhere. However, even if they successfully “disbelieve,” your illusion doesn’t disappear. Thus, even an obvious illusion can be useful to block line of sight.
    You must actively concentrate (take Concentrate maneuvers every turn) to maintain the illusion, and if you keep concentrating, you can change the illusion, make it behave “intelligently,” or move it within the area of effect.
    Statistics: Illusion (Costs Fatigue, 1 FP, -5%; Magical, -10%; Ranged, +40%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Visual Only, -30%) [17]. Additional levels add Area Effect (+50%) [+12.5*].
    * Calculate the total cost and then round down (because the base ability costs just 16.25 points before rounding). Level 2 costs 29 points, level 3 costs 42 points, level 4 costs 54 points, level 5 costs 67 points, and so on.
  
    Minor Image
    Keywords: Area (Leveled).
    Full Cost: 20 points for level 1 + 12.5 points/additional level*.
    Casting Roll: Skill. Use skill or Artist (Illusion) to determine how convincing it is.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: 100 yards.
    Duration: Indefinite.
 
    You can create an illusion anywhere that you can see within 100 yards. Aside from a visual image, it incorporates sounds, but not understandable speech. You must win a Quick Contest of skill – or Artist (Illusion), if better – against the Per of anyone you want to fool; otherwise they notice something “off.” Do not apply range penalties to this roll. Their roll is at +4 if they have reason to be alert for illusions or +10 if you made it appear from out of nowhere. However, even if they successfully “disbelieve,” your illusion doesn’t disappear. Thus, even an obvious illusion can be useful to block line of sight.
    You must actively concentrate (take Concentrate maneuvers every turn) to maintain the illusion, and if you keep concentrating, you can change the illusion, make it behave “intelligently,” or move it within the area of effect.
    Statistics: Illusion (Accessibility, Cannot produce meaningful speech, -15%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Ranged, +40%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%) [20]. Additional levels add Area Effect (+50%) [+12.5*].
    * Calculate the total cost and then round up.
 
    Major Image
    Keywords: Area (Leveled).
    Full Cost: 37 points for level 1 + 12.5 points/additional level*.
    Casting Roll: Skill. Use skill or Artist (Illusion) to determine how convincing it is.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: 100 yards.
    Duration: Indefinite.
 
    You can create an illusion anywhere that you can see within 100 yards. Aside from a visual image, it incorporates sounds, smells, tastes, thermal effects (it can fool Infravision), and tactile feelings. You must win a Quick Contest of skill – or Artist (Illusion), if better – against the Per of anyone you want to fool; otherwise they notice something “off.” Do not apply range penalties to this roll. Their roll is at +4 if they have reason to be alert for illusions or +10 if you made it appear from out of nowhere. However, even if they successfully “disbelieve,” your illusion doesn’t disappear. Thus, even an obvious illusion can be useful to block line of sight.
    You must actively concentrate (take Concentrate maneuvers every turn) to maintain the illusion, and if you keep concentrating, you can change the illusion, make it behave “intelligently,” or move it within the area of effect.
    Statistics: Illusion (Costs Fatigue, 1 FP, -5%; Extended, Infravision, Smell/Taste, Touch, +50%; Magical, -10%; Ranged, +40%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%) [37]. Additional levels add Area Effect (+50%) [+12.5*].
    * Calculate the total cost and then round down (because the base ability costs just 36.25 points before rounding). Level 2 costs 49 points, level 3 costs 62 points, level 4 costs 74 points, level 5 costs 87 points, and so on.
 
    Programmed Image
    Keywords: Area (Leveled).
    Full Cost: 65 points for level 1 + 12.5 points/additional level*.
    Casting Roll: Skill. Use skill or Artist (Illusion) to determine how convincing it is.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent until triggered, then 30 seconds.
 
    You can create an illusion around a point in space within reach. Aside from a visual image, it incorporates sounds, smells, tastes, thermal effects (it can fool Infravision), and tactile feelings. You must win a Quick Contest of skill – or Artist (Illusion), if better – against the Per of anyone you want to fool; otherwise they notice something “off.” Do not apply range penalties to this roll. Their roll is at +4 if they have reason to be alert for illusions or +10 if you made it appear from out of nowhere. However, even if they successfully “disbelieve,” your illusion doesn’t disappear. Thus, even an obvious illusion can be useful to block line of sight.
    This spell’s effect activates when a specific condition occurs. You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses.
    You don’t have to concentrate on this spell to maintain it. Once cast, it stays in its place permanently until triggered, after which is activates for 30 seconds and then dissipates. The illusion behaves independently, responding to stimuli in simple ways.
    Statistics: Illusion (Costs Fatigue, 1 FP, -5%; Delay, Triggered, Variable, +100%; Extended, Infravision, Smell/Taste, Touch, +50%; Extended Duration, 3x, +20%; Immediate Preparation Required, 10 minutes, -45%; Independence, +40%; Magical, -10%; Persistent, +40%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%) [65]. Additional levels add Area Effect (+50%) [+12.5*].
    * Calculate the total cost and then round up.
 
    Illusory Wall
    Keywords: Area (Leveled).
    Full Cost: 45 points for level 1 + 12.5 points/additional level*.
    Casting Roll: Skill. Use skill or Artist (Illusion) to determine how convincing it is.
    Components: V, S.
    Cost: 3 FP.
    Casting Time: 1 hour.
    Range: 10 yards.
    Duration: Permanent.
 
    You can create an illusory wall anywhere that you can see within 10 yards. You do not have to concentrate to maintain it, Illusory Wall is “fire and forget.” It can be cast repeatedly, allowing the caster to put up multiple walls as needed. You must win a Quick Contest of skill – or Artist (Illusion), if better – against the Per of anyone you want to fool; otherwise they notice something “off.” Their roll is at +4 if they have reason to be alert for illusions or +10 if you made it appear from out of nowhere. However, even if they successfully “disbelieve,” your illusion doesn’t disappear. Thus, even an obvious illusion can be useful to block line of sight.
    To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Illusory Wall 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Illusory Wall 3 has a limit of 24 square yards, allowing the caster to conjure a wall six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form this into any shape he wishes.
    Statistics: Illusion (Accessibility, Walls only, -60%; Costs Fatigue, 3 FP, -15%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 hour, -75%; Independence, +40%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Visual Only, -30%; Wall, Shapeable, +60%) [45]. Additional levels add Area Effect (+50%) [+12.5*].
    * Calculate the total cost and then round up.

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