Friday 17 November 2023

Wizardry: Illusion Spells II

Wizardry: Illusion Spells II

Illusion spells are very fiddly to make. Hallucinatory Terrain is a long-duration spell that only affects natural environment. Kind of expensive too. Mirage Arcana is a more powerful version that includes structures. Permanent Image is a permanent illusion, a staple of many dungeons. Persistent Image creates a preprogrammed illusion that you don't have to concentrate on. Project Image is a much more interesting spell. You project an illusory double and can use it to observe the environment and cast spells. The spell is expensive, so to make it more affordable, I split it into two versions - one with a long casting time, and one with a short casting time.
 
    Hallucinatory Terrain
    Keywords: Area (Leveled).
    Full Cost: 60 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: 10 minutes.
    Range: 100 yards.
    Duration: 8 hours.
 
    You make natural terrain look (including to Infravision), sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Structures, equipment, and creatures within the area are not hidden or changed in appearance. The spell’s area is hemispherical in shape.
    You cannot concentrate to change the image, but you can dismiss this illusion with a Concentrate maneuver.
    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.
    Statistics: Illusion (Accessibility, Environment only, -50%; Cancellation, +10%; Costs Fatigue, 3 FP, -15%; Extended, Infravision, Taste/Smell, +30%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Independence, +40%; Magical, -10%; Nuisance Effect, Cannot concentrate to change the image, -10%; Persistent, +40%; Ranged, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [60]. Additional levels add Area Effect (+50%) [+12.5*].
    * Calculate the total cost and then round up.
 
    Mirage Arcana
    Keywords: Area (Leveled).
    Full Cost: 70 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: 10 minutes.
    Range: 100 yards.
    Duration: 8 hours.
 
    You make any hemispherical area look (including to Infravision), sound, smell, and feel like some other sort of area. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Unlike Hallucinatory Terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can’t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).
    You cannot concentrate to change the image, but you can dismiss this illusion with a Concentrate maneuver.
    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.
    Statistics: Illusion (Accessibility, Environment and structures only, -30%; Cancellation, +10%; Costs Fatigue, 3 FP, -15%; Extended, Infravision, Taste/Smell, Touch, +50%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Independence, +40%; Magical, -10%; Nuisance Effect, Cannot concentrate to change the image, -10%; Persistent, +40%; Ranged, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [70]. Additional levels add Area Effect (+50%) [+12.5*].
    * Calculate the total cost and then round up.
 
    Permanent Image
    Keywords: Area (Leveled).
    Full Cost: 55 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: Touch.
    Duration: Permanent.
 
    You can create a permanent 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), but not 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 cannot concentrate to change the image, but you can dismiss the image with a Concentrate maneuver.
    Statistics: Illusion (Costs Fatigue, 3 FP, -15%; Extended, Infravision, Smell/Taste, +30%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 hour, -75%; Independence, +40%; Magical, -10%; Nuisance Effect, Cannot concentrate to change the image, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [55]. Additional levels add Area Effect (+50%) [+12.5*].
    * Calculate the total cost and then round up.
 
    Persistent Image
    Keywords: Area (Leveled).
    Full Cost: 60 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: 2 FP.
    Casting Time: 2 seconds.
    Range: 100 yards.
    Duration: 5 minutes.
 
    You can create an illusion in a hemispherical area around a point in space within range. Aside from a visual image, it incorporates sounds, smells, tastes, thermal effects (it can fool Infravision), but not tactile feelings. The figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish. For instance, you could create the illusion of several orcs playing cards and arguing, culminating in a fistfight.
    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 cannot concentrate to change the image, but you can dismiss the image with a Concentrate maneuver.
    Statistics: Illusion (Costs Fatigue, 2 FP, -10%; Extended, Infravision, Smell/Taste, +30%; Extended Duration, 30x, +60%; Independence, +40%; Magical, -10%; Nuisance Effect, Cannot concentrate to change the image, -10%; Persistent, +40%; Ranged, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [60]. Additional levels add Area Effect (+50%) [+12.5*].
    * Calculate the total cost and then round up.
  
    Project Image
    Keywords: Area (Leveled).
    Full Cost: 65 points for level 1 + 12.5 points/additional level*.
    Full Cost (Improved): 105.5 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: 2 FP.
    Casting Time: 1 minute.
    Casting Time (Improved): 4 seconds.
    Range: 50 yards.
    Duration: 5 minutes.
 
    You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a Concentrate maneuver). You may move the illusion within the hemispherical area of effect.
    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 can see through the eyes of the illusory double and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a Concentrate maneuver that requires another skill roll. While you are using its senses, your body is considered blinded and deafened.
    If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The spells affect other targets normally, despite originating from the projected image. Range penalties are calculated from the image, not from you.
    Statistics: Clairsentience (Accessibility, Only to the projected image, -60%; Accessibility, Hearing and Vision Only, -5%; Costs Fatigue, 2 FP, -10%; Fixed Range, -5%; Increased Range, 5x, +20%; Link, +10%; Magical, -10%; No Strain, +25%; Normal Sight, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Visible, -10%) [10] + Illusion (Accessibility, Only your double, -70%; Cosmic, Can cast spells through the image, +50%; Extended, Infravision, Smell/Taste, +30%; Extended Duration, 30x, +60%; Immediate Preparation Required, 1 minute, -30%; Independence, +40%; Link, +10%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [55]. Additional levels add Area Effect (+50%) [+12.5*]. The improved version adds Reduced Time 4, +80% to Clairsentience and replaces Immediate Preparation Required, 1 minute, -30% with Takes Extra Time 2, -20% for Illusion.
    * Calculate the total cost and then round up.
 

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