COLLEGE OF ILLUSIONISTS

Basic Spells

DISPLACEMENT

Upon casting this spell, the Wizard becomes invisible to both sight and sound, and his form is replaced by a matching image. The image remains within 4" of the Wizard, and exactly matches his motions and sounds. If the Wizard fails his Spell Feat roll, the spell still functions but the Wizard also suffers any effects inflicted upon the displaced image. Casting Time: 1/2 round.

GREAT BANQUET

When cast upon a simple meal, this spell gives the food and setting the appearance of an expensive banquet for a great lord. The food will taste as if produced by the finest chef, and any drinks will be top quality. However, this spell will not protect anybody enjoying the meal from the effects of spoiled food or poisoned drinks. If the Wizard fails his Spell Feat roll, he suffers from excessive gas and indigestion for a period of one hour. The effect is primarily embarassing, especially while hosting guests. There is reputed to be a variation of this spell that turns a grand dinner setting into a pitiful meal barely fit for prisoners and slaves. Casting Time: 1 round.

INSTANT REPLAY

This spell acts like a recorder, allowing the Illusionist to observe a sequence of sights and sounds, then play them back when a particular trigger event occurs. This can be used, for example, to allow the Illusionist to appear to be doing one thing while he is actually doing another, such as shuffling a deck of cards while reordering the deck. Casting Time: 1 turn.

MIRAGE

For anybody within the effected area, this spell creates the illusion of a distant feature outside the radius of the spell. This illusion is usually some type of terrain, but can include a city, army, large creatures, or even a weather disturbance. The primary use of this spell is to serve as a distraction - to mislead others and buy the Illusionist some time. Because of the large distance from the viewer to the image, normal Intuition rolls are more difficult and receive a -1CS. If the Illusionist fails his Spell Feat roll, he is blinded by a flash of radiant energy. Casting Time: 1/2 round.


College Spells

DOPPELGANGER

This spell is an advanced version of the Disguise spell, and allows the Illusionist to turn himself into a near duplicate of a person or creature he has met. However, this spell does not give the Illusionist any of the abilities of the being he is copying. If the Illusionist fails his Spell Feat roll, then he is momentarily overwhelmed by sensory input. Possible Limitations: Only to change Wizard to known creature or person, Mirrors. Casting Time: 1/2 round.

MAGICAL AURA

With this spell, the Illusionist can cause Detect Magic spells to incorrectly detect magic on a mundane object or location. This false aura is triggered when the target is exposed to a Detect Magic spell, and the target of the illusion is the wizard using the Detect spell. The magical aura is considered a cosmetic change to the setting. If the Illusionist fails his Spell Feat roll, then the spell functions, but a critical flaw reveals the error to the Wizard who casts the activating detect magic spell. Casting Time: 1/2 round.

MASS INVISIBILITY

This spell allows the caster to make up to 16 people invisible to sight, including the Illusionist. The invisibility remains in effect as long as the targets remain within sight of the Illusionist, if such were possible without the invisibility. If the Illusionist fails his Spell Feat roll, he is blinded by a brilliant flash of light. Casting Time: 1/2 round.

MIRROR IMAGE

Upon casting this spell, four images of the Wizard step out of his body and begin to duplicate his actions. On the Wizard's first round of each turn, the illusionary constructs merge back into his body, then step out again. By mimicing the actions of the Wizard, the images make it very difficult to determine who is the actual Illusionist, unless he makes it obvious by using a ranged weapon or a power with visible effects. In addition, the images are fragile and will vanish upon receiving 1 point of damage. If the Illusionist fails his Spell Feat roll, he becomes disoriented and confused. Casting Time: 1/2 round.

VENTRILOQUISM

Like the skill of the same name, this spell allows the Illusionist to project his voice to a location nearby. If the Illusionist fails his Spell Feat roll, he is temporarily struck deaf and mute. Casting Time: 1/2 round.

Unique Spells

PAST IMAGES

This spell allows the Illusionist to create a visual and auditory illusion of any event that occured in the same location some time during the past. However, the further back in time the event occured, the more difficult it is to reproduce the illusion. If the Illusionist fails his Spell Feat roll, he is stunned by a flood of ancient memories. Casting Time: 1/2 round.

PERMANENT ILLUSION

This illusion allows the Wizard to create a permanent illusion that is either static, or repeats itself within a minute or less. The illusion can have both visual and acoustic elements, but once cast the illusion can never be changed unless it is dispelled and recast. This illusion is especially vulnerable to dispel illusion. If the Illusionist fails his Spell Feat roll, the image appears but it is fatally flawed, causing all who view it to receive a +3CS to Intuition to disbelieve. Casting Time: 1/2 round.

TSESHARI'S SHADOW PUPPET

The Shadow Puppet spell was created by the little known cross-discipline Illusionist, Weilam Tseshari, to allow his illusions to make simple but permanent alterations to the real world. To do so, he incorporated magical knowledge from the College of Animation, which makes this spell more difficult than normal to learn and use. If the Illusionist fails his Spell Feat roll, he is briefly crippled with weakness. The illusion actually has TY (6) Telekinesis. Casting Time: 1/2 round.

WIFF

This spell can be used to make an opponent believe he completely missed his attack against the Illusionist, even if it inflicted severe damage. The trigger for the spell can include attacks by all types of weapons, and from magical spells or powers. If the Wizard fails his Spell Feat roll, he is stunned with pain from an imaginary wound. Casting Time: 1/2 round.

By Dark Matter


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