From: Tommy the Terrorist <[m--yd--y] at [super.zippo.com]> Newsgroups: rec.games.frp.misc,rec.games.frp.dnd Subject: Magic 101: Advanced Topics in Illusionism Date: 14 Jun 1998 07:51:54 GMT [Note: the following text makes sporadic references to rules of games put out by the TSR corporation, but it is *not* a TSR product and is *not* approved by TSR. I don't think they would even pass this stuff on "ethics", in fact. Pity...] Anti-Copyright (A) 1993 by Tommy the Terrorist. This text is explicitly public domain and can be copied, modified, used, etc. by anyone. Illusionary Familiar (Illusion/Phantasm) Reversed Name: Author: Wellitall... (the gnome) Level: 1 Frequency: Very Rare Range: Special Components: V, S, M Materials: Duration: Until disbelieved or dispelled Casting Time: Special Area of Effect: Special [one "creature"] Saving Throw: Special This spell allows an illusionist to bring into being an imaginary "creature" as a loyal companion. To cast the spell the caster must resolve to spend several days meditating upon the features, movements, and habits of a particular type of real creature (no larger than a pet dog or cat), of which he has one or more living models. He must study a living model throughout the period of meditation. This model must be a normal creature of its type: use of a polymorphed, disguised, charmed, or otherwise falsified model will guarantee failure, as the illusionist will never achieve the needed insight into its behavior. During the period of study the caster may not engage in strenuous activity such as adventuring, and must spend nearly all of his time withdrawn in concentration, although he is still able to take time for study, prayer, exercise, etc. as appropriate for his character class(es). After studying for 1-4 days (DM rolls secretly), the illusionist will for one instant only be granted a fundamental insight that allows him to imagine everything about how the creature looks and acts. This insight may come at any time of day or night, and when it comes the caster must immediately cast the illusionary familiar spell, or else all chance of success with this type of creature is lost. The result of the casting is that what appears to be a creature of the studied type appears before the caster. It is obviously of a friendly disposition, and will try its best to follow simple verbal directions provided they don't seem too dangerous, boring, or otherwise objectionable. (What is regarded as dangerous or boring will depend on the creature!) If the familiar senses danger it will attempt to warn the caster by mewing, nuzzling, etc. It usually takes too long for the creature to notice something and warn the caster for this to affect a surprise roll, but the creature can be very effective for waking him up when someone is getting ready to stab him in his sleep. Nonetheless the familiar is in fact only an illusion. It affects all senses including touch, and someone who does not specifically state that he disbelieves in its presence has no chance to save against the effect. However, it cannot carry any item however small, nor affect any physical object in any way. What it can "carry" is information. It can lead a person to a specific place or person, or use scent to follow a trail, just as well as the real animal. If someone attaches a real message to it, they will see an illusory message carried away while the force of the phantasm causes them to ignore the real message left behind; what is amazing is that the recipient will usually be able to read the illusory message. (This only works if the sender knows the content and meaning of the message, because it is his mind which unknowingly imprints this information on the illusion. Otherwise the message will only show legibly what the recipient knows, while the rest will be illegible for whatever reason the recipient would find easiest to believe.) As an illusion, the familiar does not require food or water, but it has a strong opinion to the contrary and won't give the caster peace until he agrees! If attacked, the familiar will take the amount of damage that from the viewpoint of the real creature it would normally expect to take. Non-obvious forms of attack (hold spells and many other magics, etc.) are completely ignored. If the familiar takes enough damage to die, it reappears immediately, unharmed, although quite confused since it doesn't know that it is an illusion; it will flee immediately if possible. If anyone successfully disbelieves the familiar, or if dispel magic or dispel illusion is cast, the familiar is forever slain. Repeated "death" by violence may also endanger the familiar, because the GM may rule that it begins to doubt its own reality. The familiar is capable of all special abilities that one would expect it to have. This includes forms of sensation, movement, and attack, but any senses beyond the caster's yield what the caster would expect it to see rather than any real information, and all forms of attack cause only illusionary damage and "death", from which the target can usually recover rapidly. After recovering from an illusionary attack from the creature, the affected targets automatically disbelieve (and slay!) the familiar upon sight. Once the caster has his insight once, he can never again create the same type of illusionary creature. If he has had a long and favorable relationship with the familiar, it may return of its own accord within the area of effect of unrelated illusion spells that he casts, taking on briefly the shadow of its former existence. Pox (Illusion/Phantasm) Reversed Name: Author: Wellitall... (the gnome) Level: 2 Frequency: Very Rare Range: 10 yards + 10 yards/level Components: V, S, M Materials: Discharge (pus) from the sore desired, etc. Duration: Until disbelieved or dispelled Casting Time: 2 Area of Effect: Special [one creature, plus contagion] Saving Throw: Special This spell causes one creature who fails his saving throw to believe that he is infested with a disease of the caster's choice. This disease may or may not be modeled on a real disease. The caster may choose the type of disease at the time of casting, but must have on hand an appropriate material component: a small amount of pus, exudate, phlegm, etc. from a person with the real disease. If the caster invents a fanciful disease to inflict, he must still come up with a real disease that seems most closely related to the effect he wishes to cause. For example, if the victim is to believe his skin is turning into reptilian scales, the caster could take a scraping from the skin of someone with psoriasis. The caster must touch the sample (with his hand) while casting and be subject to contagious effects (if any) thereof; perhaps (perhaps not) this is why diseases of a social nature are most often preferred... In general, the DM should assess a chance of contraction of the disease represented by the material component at twice normal chances for the method of presentation (i.e., handling). For example, a disease only spread by blood would not affect the caster, though a disease like smallpox would. Only the person affected is permitted a wisdom-adjusted saving throw to disbelieve at the time of casting, but this save is at -4. Additional checks may be made at intervals based on intelligence as for charm person. In addition, the subject of the spell may disbelieve normally (as an action) once per turn. Others may disbelieve, but do so at -4 (since the person affected himself believes!) and must have some reason to suspect illusion. Cure disease does not help the afflicted person, as he is not in fact ill (but if the pox mimics a real disease, and appropriate treatment is given, everyone gets a +4 bonus to all saving throws). Dispel magic will end the effect, but only if cast specifically to counter the spell effect. Remove curse alleviates the condition immediately. The effects of the disease are mostly cosmetic; the caster may reduce the target's charisma to 50% of its original value. This loss is based on sheer physical repugnance; if the disease carries a specific social stigma this is role-played separately and in addition to charisma loss. In addition the pox may also interfere with any other attribute(s), but all saving throws against the spell are +1 for each additional point lost. The only exception to this is if the pox is modeled on a real disease, in which case the pox may subtract 3 additional points without saving throw bonuses, provided those points are lost by people with the real disease. (This bonus is given because the victim actually expects the losses to occur) The pox is not contagious, although it is rumoured that higher level, communicable variants exist. Intimidating Suggestion (Illusion) Reversed Name: Author: Wellitall... (the gnome) Level: 3 Frequency: Unique See Also: fireball, intimidating reality Range: 10 yards + 10 yards/level Components: V, S, M Materials: Bat guano, sulfur Duration: 1d4 days Casting Time: 3 Area of Effect: 1 creature Saving Throw: Negates Wellitall's Intimidating Suggestion is designed to keep someone put via their fear of fire. When cast, a great ball of fire seems to appear in a location some distance away from the target. Both fireball and target must be within range of the caster at the time of casting. There is also a low audible roar consistent with what one might expect to hear. If the target chooses to move, the fireball will first move directly toward the target's initial position, then follow its exact path --- only moving twice as quickly. Thus the target cannot move any further than its original distance from the fireball without coming into close proximity of the fireball. Once the fireball approaches within five feet, it will approach no faster than one foot per round regardless of the target's speed, while the target feels an ever-increasing illusion of heat. It will do no more than match position with the target if the target is in free fall. When the last foot is to be crossed, the fireball rushes to envelop the target, which suffers the full damage of an -illusory- fireball. The verbal, somatic, and material components of this spell are designed to resemble those of the fireball spell quite closely. It requires a Spellcraft proficiency check at -5, minus any other penalties for frequency, to distinguish them. Thus "the wizard points his finger and speaks the range (distance and height) at which the fireball" is to first appear, and uses a tiny ball of bat guano and sulfur as material component. The target is specified by a quick gesture and a dirty look common to the intimidating suggestion spell and the intimidating reality spell (a similar spell which produces a real fireball which behaves in the same manner). Shadow Gate (Illusion/Phantasm) Reversed Name: shadow escape Author: Wellitall... (the gnome) Level: 3 Frequency: Rare Range: 10 yards/level Components: S, M Materials: Star sapphire (300 gp), Eye of blind creature Duration: 1 round/level Casting Time: 3 Area of Effect: Up to 10-foot by 10-foot square area Saving Throw: None This spell affects a 10-foot by 10-foot square, or portion thereof, of flat surface which is well-illuminated by a source that casts definite shadows. This surface need not be solid; a sharply bounded cloud of steam will also work. To cast the spell, the caster holds the eye of a congenitally blind creature (which may be dried but must be intact), such as a cave fish or cave salamander, or in some worlds, a bat, above a star sapphire. With suitable gestures the reflective "star" which gives the gem its name can be lured out of the gem and convinced to move to the eye instead, and the caster need then only point out the area desired with his finger and toss the eye, which vanishes. Only the "star" of the star sapphire is consumed --- afterwards it is a regular sapphire. With a good eye for gems the caster can cut the net cost of the spell to 300 gp (400-600 gp for the original gem and 100-300 back for the gem minus star). The effect of this spell is more straightforward in theory than in practice. It simply makes a direct connection between the world of shadows and the physical world. Thus a person can then shoot an arrow through the gate, and it will be transformed into the shadow of an arrow that will continue to move across the surface outside the gate, even around corners or across painted details, until it reaches an area (or a bend of the surface) which is in shadow. It strikes this area as a solid object, and remains permanently embedded in the shadow that it strikes. If the target hit was an inanimate object, the only affect is that the shadow will ever afterward have an arrow pointing out of it; but if it is a creature the damage will be felt as a sort of sinister, agonizing coldness in the area affected. The damage should be treated as illusionary damage (i.e. it can force a system shock check and the belief of "death") however it cannot be disbelieved, and everyone can see the arrow sticking out of the target's shadow. The target will have difficulty moving, and will be unable to heal, just as if the real arrow were present and not pulled out of the wound in question. A person is (naturally) protected from this attack if another shadow blocks the arrow before it reaches him, but armor will not protect him unless it is several inches thick; indeed, the arrow ignores the armor-based AC of the person affected and pierces straight through to the flesh. Once the arrow has imbedded in a target's shadow it is part of that shadow, and cannot be broken or pulled out with the shadow of another object. The arrow can be removed by using the shadow gate spell to reach through and pull it out (see below), remove curse, or dispel magic (which makes the arrow and associated damage real and imbedded in the target). More than just arrows can pass through the gate! A creature (or part thereof) or any other object may enter through the gate, but it is very dangerous. Unless an object is becomes firmly embedded in a shadow and becomes part of that shadow, it must treat all shadows as solid, immovable objects. A housefly's shadow becomes a ram with crushing force, and can cut a foolish adventurer in half. However, use of this spell can be a convenient way to remove effects of this spell (by reaching through and pulling out shadow-arrows). Combined with the reverse shadow escape (which allows a shadow-person to cast a similar spell to create a gate to reality), this spell can allow a person to travel through some areas where he otherwise could not (for instance, an area protected by a wall of force becomes accessible since it casts no shadow). Finally, the spell may be used as a trap, although it should be pointed out that 1) a creature stepping on a bespelled area gains a saving throw to dodge out and away 2) such a creature, if moving in the right direction, can continue to step forward, pushing back against its own shadow (an eerie sensation like constantly tipping over a precipice) 3) in worlds where creatures have any psychic sensitivity worth speaking of, such potential death-traps will raise hackles If the spell ends normally while an object or creature is still in shadow form, a save vs. spell is allowed for the affected thing to be ejected whole from the surface. Failure indicates that the object or creature is embedding half-into, half-out of the surface (thus destroyed!); exact success indicates that it is sent to the plane of Shadow. If the shadow gate is actually cast upon the surface of a living creature, the creature is granted two saves: once at the time of casting, and again to prevent an object or creature from becoming embedded. If the creature whose surface is in question makes its save, but the shadow-object does not, the shadow-object is sent to the plane of Shadow. The reverse of this spell, shadow escape, allows creatures gated into shadow to escape elsewhere by creating another region. This region is exactly the same as that created by shadow gate; the reversal merely affects the place from which the spell can be cast. The reverse of the spell also will have some effect on the plane of Shadow, allowing someone to leave, although the precise destination, or unusual effects on those passing through, may be hard to predict. Wizard Paint (Illusion) Reversed Name: Author: Wellitall... (the gnome) Level: 2 Frequency: Rare See Also: wizard mark Range: Touch Components: V, S, M Materials: Diamond dust (100 gp), Pigments Duration: Permanent Casting Time: 2 Area of Effect: Up to 1 square foot Saving Throw: None This "improvement" of the wizard mark spell allows the caster to mark an object permanently with a bright or even fluorescent pattern, which may be turned on and off at command (switched between visible and invisible states), and which is not limited to any set number of characters. (The casting time does not impose a limit, as the wizard first paints the pigments in the desired pattern, taking as long as he would like, then casts the spell creating the mark.) As with an ordinary wizard mark, this mark does no damage to the surface on which it is drawn, may be either invisible or of a specific coloration, cannot be dispelled, but can be removed by the caster, or by an erase spell, or by slow fading through normal wear in the case of a living being. It is detectable by detect magic, detect invisibility, true seeing, a gem of seeing, or a robe of eyes. This mark, when visible, may be preset to fluoresce to be sufficiently bright be used for reading a page 1 foot away, or any lesser brightness, or it can resemble a drawn or etched surface which does not glow at all. The level of fluorescence when visible cannot be changed after the spell is cast. However, the wizard may turn the mark on and off (from visible to invisible and back) when within 10 feet merely by murmuring a word decided when drawing the pattern. The mark may be cast initially in either state. Moving Picture (Illusion) Reversed Name: VCR Author: Wellitall... (the gnome) Level: 2 Frequency: Rare See Also: 2'Dlusion cantrip Range: 30 feet Components: S, M Materials: Glass lens or object from the scene depicted Duration: Special [time of concentration] Casting Time: 2 Area of Effect: Rectangle 10' or less on each side Saving Throw: Negates This spell is a greatly improved version of the 2'Dlusion cantrip which is freed from many of the restraints even of higher-level illusions. Although it is no more believable than the original cantrip (transparent from behind, obvious from a 45 degree angle or more), it allows the caster a great deal of control over the illusion portrayed, and in particular can allow him to illustrate a tale or document a real event in detail, depending on which form is memorized. The first form requires a glass lens for its material component, which is reuseable, and allows the caster to continuously alter what is portrayed as he desires. When he concentrates fully on the projection, he can portray any amount of static detail, and up to twice his level (or three times his level if he is an illusionist) of moving objects. He may also include some rudimentary sound, limited to the volume of one person speaking, and only one type of sound at once, which is obviously illusionary in nature. The caster may partially relax his attention to move, answer questions, etc. but must make an Intelligence check to maintain full control of the scene in this case; otherwise the projection begins to waver up and down, sound is garbled and extra clicks enter whether desired or not, and streaks and lines will run up and down the picture. After this degeneration has occurred, only the caster's full concentration and a roll of 20 on 1d20 (rolled once per round) can restore proper picture. The caster may use this form of the spell to illustrate a tale, but the picture portrayed can only be as accurate (and truthful) as his memory thereof and his skills as an wizard allow; any detail which he did not notice at the time may either be left out, or, even without the caster's knowledge, may be misrepresented as something else that makes more sense to him. The second form in which this spell may be cast requires an object from the scene (which had resided there for some time, not part of the caster's possessions) which was in direct view of at least part of the action, and exposed to open air (or vacuum, ether, whatever) for the full duration of the scene to be depicted, which is consumed with the casting. The caster must also have been present at the same event. The caster may switch freely to portray precisely what was visible to him, or from the perspective of the object used. This form of the spell has the (dis)advantage of being completely accurate. Everything the caster sees, including blinks, hallucinations, visions, detect spells, scryings, stars, infravision and ultravision (displayed as very ruddy or pale violet, but normally visible, hues) etc. is portrayed when his viewpoint is used. Alternatively, from the viewpoint of the object, only effects visible to ordinary sight (including infra-and ultravision, but displayed in that form as well!) are included. The caster may jump to any point in time during the picture at any time, but cannot show it at other than the rate at which it happened. Magical effects do not work via the picture. Magical writings may be read by the caster only, but only if he cast read magic while originally witnessing them. Writings affected by comprehend languages appear in the language to which the caster wanted them translated at the time of his original witnessing. As they are illusions when displayed, no writings or other objects portrayed on the screen can serve as a target for any form of spell; all must be copied to paper (which in the case of magical writing is impossible) before any type of comprehension spell can be cast. Audio effects and effects of relaxed caster attention are the same as for the first version. The reverse of this spell, VCR, (hypothesized by the sages of Almuth to be a reference to V'crinth, an antediluvian demigod of that city, demon of swamps, so by extension presumably patron of papyrus...) allows the caster to deliberately prepare a scene to be played back realistically with fewer annoyances. He casts the spell on a glass lens which serves as a second viewpoint for later casting of the second (forward) form of moving picture. This extends all sight-affecting spell effects to the lens, and endows it with a stability of motion which tends to cause it to move in smooth arcs as he holds it, so as to produce satisfactory cinematographic effects. Only minimal concentration is necessary to maintain this spell, but with greater effort the caster may see what the recording will look like, and can even cut and splice the recording as he desires. The caster may not cast other spells until he has finished recording. The lens may then be used for the second (forward) version of moving picture normally, but is not consumed in the casting; thus the same sequence of events may be depicted as many times as desired. The lens may be used to make as long of a recording as desired (subject to the prohibition against other spell-casting during the duration), but once finished the contents cannot be altered or added to by a subsequent casting. Wellitall... is currently said to be working on another spell to permit cutting and splicing of scenes recorded on different lenses, and addition of imaginary sequences from the form of the spell. Fast One (Illusion/Phantasm) Reversed Name: Author: Wellitall... (the gnome) Level: 3 Frequency: Very Rare Range: 60 yards + 10 yards/level Components: V, S, M Materials: Fleece, Weasel's tongue Duration: 1 round/caster level Casting Time: 3 Area of Effect: 400 sq. ft. + 100 sq. ft./level Saving Throw: Special This spell duplicates, to a limited extent, the phantasmal force spell, causing a visual illusion, without sound, smell, or sensation of temperature, within the area of effect. This illusion may only be of a single, inanimate object which is incapable of moving itself, such as a bridge, a rope, or even a pocket of air underwater. Unlike the first-level spell, however, this spell actually grants these objects a measure of reality based on the demi-plane of Shadow, which allows those who believe in them to use them as if they are real. Thus a character could run across an illusionary bridge. Willing or not, creatures are given two opportunities for a saving throw and for magic resistance: once upon first viewing the fast one, and again at some random time (rolled secretly by the DM) while directly making use of the spell effect. Anyone saving against or resisting the fast one is completely unable to perceive it from that time onward, although characters supported by it may be plainly visible. Magic resistance dispels the fast one entirely if made while directly in contact with the spell effect. The saving throw versus spells is modified for wisdom and as follows: +1---per previous "successful" save vs. this spell -1---per intelligence point below 6 +1---per intelligence point above 15 -2---Effect duplicates an object subject knows was formerly present -4---Creature follows another creature that uses the effect +2---Creature examines effect closely for any reason +4---Creature told that it is an illusion +4---Creature voluntarily attempts to disbelieve -1---Per three levels of caster (-1 at 3, -2 at 6, etc.) (This modifier may be reduced voluntarily during casting) plus additional modifiers at DM's option. The caster is not automatically immune to or even at a bonus to save against this spell, because the process of casting makes the knowledge of the illusion seem very remote and unconnected to what is at hand; however, as the caster must view the area when the spell is cast, and thus must save each time he casts this spell, he may quickly accumulate a large bonus based on previous times that he has seen through the illusion. Casters receive no modifier to their saving throw based on illusionist specialization, as their bonus against illusion is balanced by the specialist penalty to viewer's saves. The material components of this spell are a bit of fleece and a weasel's tongue. Phantasmal Playmate (Illusion/Phantasm) Reversed Name: Author: Wellitall... (the gnome) Level: 4 Frequency: Very Rare Range: 60 yards + 10 yards/level Components: V, S, M Materials: ? Duration: Casting Time: 4 Area of Effect: 1 creature Saving Throw: Special This (more useful, Wellitall... would say) variant of the phantasmal killer spell produces a phantasm that inexorably pursues the target, passing through all barriers, for it exists only in the victim's mind... but far from being the most horrible beast the target can imagine, it is the most attractive and desirable, the image to which all others are compared, and fall short. The phantasm "attacks" as a 4 HD, well, I wouldn't call it a monster... As with a phantasmal killer, the phantasmal playmate cannot be damaged or escaped by any means other than a single roll to disbelieve, or when either the caster or target becomes unconscious. The disbelief check is the same as that for phantasmal killer, except that effects that oppose fear are replaced by effects that oppose love for determining bonuses to the roll, or an additional check. If the "victim" has a helm of telepathy and saves, he can turn the effect on the caster. If the playmate "hits" (caresses, hugs, kisses, etc.) the target, he is so overwhelmed that he can no longer put anything before his immediate desires. A player character effectively becomes an NPC for the duration of the spell. The precise course of action depends on what the affected person's fantasies are. Thus a bold warrior might begin to undress in the midst of combat, expecting his playmate to be stimulated by the clash of swords and the scent of danger all around him, while a refined and genteel fellow might take as much as hours to take his playmate to an expensive restaurant, "share" a bottle of champagne, and book adjoining rooms at an expensive hotel. Note that once a character fails his first check to disbelieve, nothing but magic can give him a second chance: he can come up with any explanation he wants for why his playmate is invisible to others, can pursue him through bolted doors, etc. --- except for the truth. In any case, the spell terminates when either the caster or the target becomes unconscious (such as when he dozes off, exhausted, in the late hours of the morning...)