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 in a hemispherical area 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*].
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 in a hemispherical area 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*].
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 in a hemispherical area 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*].
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 in a hemispherical area 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*].
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.
On level 1, this spell lets the caster create a barrier that is six yards long, one yard wide, and four yards high. Each additional level doubles the length. 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*].
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