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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
These spells are recent additions to the master tomes of the Illusionists.
Some of these spells are novel or known only by a few practitioners. Spells
that do not require END to maintain have their endurance cost in
parentheses.
Delude
The target of this spell will come to believe that a single characteristic
has been significantly decreased, as if by a 6d6 Drain attack. The
characteristic will gradually return to normal at the rate of 5 points per
turn while the spell is maintained. Any power defenses the target may possess
will appear to operate normally against the illusionary drain attack. If the
magic skill roll is failed, the Illusionist will be subject to a Drain against
the same characteristic.
Power: 10d6 Mental Illusions
Modifiers: Only to Drain a single characteristic (-1-1/2), Gestures (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - glass (-1),
Character must have at least 10 points in spells from College of Illusions
(-1/4), Side Effect (3d6 Drain to same characteristic) (-1/2), Visible (-1/4).
Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 9.
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Displaced Image
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 Magic Skill roll, the spell still functions but the Wizard also
suffers any effects inflicted upon the displaced image. The image is 1/2 DCV
of the Illusionist, unless the Wizard concentrates on avoiding blows to his
duplicate image.
Power: Invisibility to Sight and Sound w/o Fringe
Active Cost = 40 points.
Power: Images, Sight/Sound
Modifiers: 4" Radius centered on caster (+1/2); Linked to Invisibility (-1/2),
Only to match image and sounds of caster (-1/2). Active Cost = 22
points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - glass (-1), Character must have at least 10 points in
spells from College of Illusions (-1/4), Side Effect (Wizard suffers any
effects inflicted against the image) (-1).
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 13.
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Doppelganger
This spell is an advanced version of the Disguise spell, and allows the
Illusionist to turn himself into a near duplicate of any 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 Magic Skill
roll, then he is momentarily overwhelmed by sensory input.
Power: Images (Sight/Sound/Smell), -7 PER
Active Cost = 41 points.
Power: Disguise 17-
Modifiers: Linked to Images (-1/2). Active Cost = 15 points.
Combined: Only to change Wizard to known creature or person (-1-1/2),
Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF -
glass (-1), Character must have at least 10 points in spells from College of
Illusions (-1/4), Side Effect (3d6 Flash to sight and hearing) (-1/2).
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 11.
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Double Vision
This spell will cause the target to view two images of the world, causing
imbalance and uncertainty that reduces movement and makes most physical
activities difficult. After a few minutes, the vision of the spell target will
return to normal. This spell has no effect on unseeing creatures, including
those that are blinded by darkness. Note that one-eyed creatures will still
suffer from this effect. If the Magic Skill roll is failed, the Illusionist
will suffer from double vision instead.
Power: 3d6 Drain DEX
Active Cost = 30 points.
Power: 1d6 Drain Running
Modifiers: Linked to DEX Drain (-1/2). Active Cost = 10 points.
Combined: No effect on unseeing creatures (-1/4), Gestures (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - glass (-1),
Character must have at least 10 points in spells from College of Illusions
(-1/4), Side Effect (Illusionist suffers double vision) (-1/2).
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.
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Edit Document
By combining this spell with a certain skill in forgery, an Illusionist can
alter a document in subtle and often damaging ways. If the Magic Skill roll is
failed, however, the document is damaged beyond repair.
Power: 3d6 Cosmetic Transform - Alter text on a document
Modifiers: Gestures throughout (-1/2), Incantations (-1/4), Requires Magic
Skill Roll (-1/2), OAF - glass (-1), Character must have at least 10 points in
spells from College of Illusions (-1/4), Extra Time - 1 Turn (-1), Side Effect
(6d6 Energy Blast versus ED to document) (-1/2). Active Cost = 15
points.
END Cost: 1; Magic Roll: -1; Casting Time: 1 Turn.
Real Cost: 3.
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Enhanced Invisibility
A more potent version of Invisibility, this spell will hide the Illusionist
from view, and will muffle any sounds or odors that he might emit. There is no
fringe about the Illusionist to give away his location, and the spell is
relatively easy to maintain. However, it requires a full turn to cast this
spell. If the Magic Skill roll is failed, the Wizard continues to believe he
is invisible while the spell is maintained, regardless of any evidence to the
contrary.
Power: Invisibility to Sight, Sound, and Smell Groups
Modifiers: 1/2 END (+1/4); Gestures (-1/4), Incantations (-1/4), Requires
Magic Skill Roll (-1/2), OAF - glass (-1), Character must have at least 10
points in spells from College of Illusions (-1/4), Extra Time - 1 Turn (-1),
Side Effect (8d6 Mind Control: Illusionist still believes he is invisible)
(-1/2). Active Cost = 75 points.
END Cost: 4; Magic Roll: -7; Casting Time: 1 turn.
Real Cost: 16.
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False Illusion
In contrast to normal spells of this college, the False Illusion spell is
used to make a real object or creature appear to be an improperly crafted
illusion. Upon casting this spell, the object will occasionally flicker and
distort, as if an image was being projected.The effectiveness of this spell is
enhanced if the observes know in advance that they are dealing with an
Illusionist. If the Magic Skill roll is failed, however, the Wizard will
suffer from blurred vision for a short time.
Power: Images to Sight, -3 PER
Modifiers: Only to make an existing object or being flicker slightly (-1),
Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF -
glass (-1), Character must have at least 10 points in spells from College of
Illusions (-1/4), Side Effect (3d6 Drain Sight Group PER) (-1/2). Active
Cost = 19 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.
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Grand 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 Magic Skill roll, he
suffers from excessive gas and indigestion for a period of one hour. The
effect is primarily embarrassing, 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.
Power: Images, Sight/Heat/Smell/Taste
Modifiers: 4" Radius (+1/2), 1/2 END (+1/4); Only to turn meal setting into an
expensive banquet (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic
Skill Roll (-1/2), OAF - glass (-1), Character must have at least 10 points in
spells from College of Illusions (-1/4), Side Effect (Images - Sound/Tactile
Groups: excessive Belching & Flatulence), Single Continuous Recoverable Charge
lasting 1 hour (Antacid to Cancel)) (-1/2), Extra Time - 1 Turn (-1).
Active Cost = 43 points.
END Cost: 2; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 7.
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Group 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 Magic Skill roll, he is blinded
by a brilliant flash of light.
Power: Invisibility to Sight with Fringe
Modifiers: Useable by 16 Others at Range (+2); Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), OAF - glass (-1), Character must
have at least 20 points in spells from College of Illusions (-1/2), Side
Effects (6d6 Sight Flash) (-1). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 13.
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Hone Illusion
By spending several minutes carefully focusing on the details of an
existing illusion, the Wizard can use this spell to greatly increase the
realism and level of detail. Repeatedly casting this spell will fail to add
further enhancements to the image, however. If the spell fails, the original
illusion may also be dispelled.
Power: Add -5 PER to Images
Modifiers: 0 END Persistent (+1), Continuous (+1), Uncontrolled (+1/2); Only
while Image exists (-1/4), Maximum -5 PER to any image (-1/4), Costs END to
cast (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), OAF - glass (-1), Character must have at least 10 points in spells
from College of Illusions (-1/4), Side Effect (10d6 Dispel versus original
spell) (-1/2), Extra Time - Five Minutes (-2). Active Cost = 52
points.
END Cost: (5); Magic Roll: -5; Casting Time: 5
minutes.
Real Cost: 8.
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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.
Power: Images, Sight/Sound, -5 to PER Rolls
Modifiers: Trigger (Any) (+1/2); Only to replay a viewed series of events
(-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), OAF - glass (-1), Character must have at least 10 points in spells
from College of Illusions (-1/4), Extra Time - 1 Turn (-1). Active Cost
= 37 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1 turn.
Real Cost: 8.
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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
Magic Skill roll, then the spell functions, but a critical flaw reveals the
error to the Wizard who casts the activating detect magic spell.
Power: 8d6 Mental Illusions
Modifiers: Trigger (Detect Magic) (+1/4); Only to give target false positive
from Detect Magic (-1-1/2), Gestures (-1/4), Incantations (-1/4), Requires
Magic Skill Roll (-1/2), OAF - glass (-1), Character must have at least 10
points in spells from College of Illusions (-1/4), Side Effects (Incorrect
Aura that alerts caster of Detect) (-1/2). Active Cost = 50 points.
END Cost: (5); Magic Roll: -5; Casting Time: 1/2
phase.
Real Cost: 10.
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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 PER rolls are more
difficult. If the Illusionist fails his Magic Skill roll, he is blinded by a
flash of radiant energy.
Power: Images, -5 PER
Modifiers: Increased radius (4km) (+2+3/4), 1/2 END (+1/4); Only to create
image that appears to be outside the area (-1), Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), OAF - glass (-1), Character must
have at least 20 points in spells from College of Illusions
(-1/2), Side Effects (3d6 Sight Flash) (-1/2). Active Cost = 60
points.
END Cost: 3; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 12.
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Numb Sense
The Wizard can use this spell to overwhelm any one sense group of the
target creature with illusions, causing the sensory organ to fail for a short
period. The sensory overload is not always successful, however, especially if
the target is highly perceptive. If the Magic Skill roll is failed, the
Illusionist suffers a Flash attack against the same sense.
Power: 2d6 Flash to Sense Group
Modifiers: Variable Effects - any one sense (+1/4); Activation Roll 11- (-1),
Limitation: PER modifier of target penalizes Magic Skill Roll (-1/4), Gestures
(-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - glass
(-1), Character must have at least 10 points in spells from College of
Illusions (-1/4), Side Effects (3d6 Flash) (-1/2). Active Cost = 37
points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 7.
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Past Images
This spell allows the Illusionist to create a visual and auditory illusion
of any event that occurred in the same location some time during the past.
However, the further back in time the event occurred, the more difficult it is
to reproduce the illusion. If the Illusionist fails his Magic Skill roll, he
is stunned by a flood of ancient memories.
Power: Retrocognition
Active Cost = 60 points.
Power: Images (Sight, Sound)
Modifiers: 4" Radius (+1/2); Linked to retrocognition (-1/2). Active
Cost = 22 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - glass (-1), Character must have at least 20 points in
spells from College of Illusions (-1/2), Limitation: -1 to Magic Roll for each
step down the time chart from 1 minute (-1/2), Side Effect (4d6 STUN Drain)
(-1/2).
END Cost: 8; Magic Roll: -8; Casting Time: 1/2 phase.
Real Cost: 17.
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Persistent 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, requiring only 15 points of dispel. If the
Illusionist fails his Magic Skill roll, the image appears but it is fatally
flawed, causing all who view it to make a +3 PER roll to disbelieve.
Power: Images, Sight/Sound
Modifiers: 0 END Persistent (+1), Continuous (+1), Uncontrolled (+1/2); Costs
END to cast (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - glass (-1), Character must have at least 10 points in
spells from College of Illusions (-1/4), Images only static or repeat within
minute (-1/2), Cancelled by 1/3 normal dispel (-1/4), Side Effect (Same image,
but with a fatal flaw in the effect) (-1). Active Cost = 52 points.
END Cost: (5); Magic Roll: -5; Casting Time: 1/2
phase.
Real Cost: 10.
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Reflected 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 phase of each turn, the
illusionary constructs merge back into his body, then step out again. By
mimicking 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.
The images have 0 DEF and are usually 1/2 DCV of the Illusionist, unless he
concentrates on avoiding blows to a particular image, in which case it
receives the full DCV. In addition, the images are fragile and will vanish
upon receiving 1 point of BODY. If the Illusionist fails his Magic Skill roll,
he becomes disoriented and confused.
Power: Images to Sight Group, -4 PER
Modifiers: 2" Radius (+1/4); No Range (-1/2), Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), OAF - glass (-1), Character must
have at least 10 points in spells from College of Illusions (-1/4),
Limitation: Images return on first phase (-1/2), Limitation: Images match
actions of Wizard (-1/2), Limitation: images banished upon taking 1 point of
BODY damage (-1/4), Side Effects (3d6 Ego Attack) (-1/2). Active Cost =
32 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.
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Silent Spellcast
After casting this spell, the gestures and incantations of the caster are
thereafter completely hidden from any viewers. This allows the Illusionist to
prepare a lengthy spell in complete secrecy. However, if the Magic Skill Roll
is failed, the Illusionist suffers a backlash of mental energies.
Power: Images, Sight/Sound
Modifiers: Trigger (Cast Spell) (+1/4), Invisible Power Effects (All) (+1);
Only to hide spell casting gestures and incantations (-2), 1/2 DCV
Concentration (-1/4), Requires Magic Skill Roll (-1/2), OAF - glass (-1),
Character must have at least 10 points in spells from College of Illusions
(-1/4), Side Effects (3d6 Ego Attack) (-1/2). Active Cost = 34
points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.
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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 Magic Skill roll,
he is briefly crippled with weakness.
Power: 10 STR Telekinesis
Modifiers: Area Effect (16" Radius) (+2).
Active Cost = 45 points.
Power: Images (Sight, Sound, Touch)
Modifiers: 16" Radius (+1); Linked to Telekinesis (-1/2). Active Cost =
40 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - glass (-1), Character must have at least 20 points in
spells from College of Illusions and 20 points in spells from College of
Animation (-1), Side Effect (4d6 STR Drain) (-1/2).
END Cost: 8; Magic Roll: -8; Casting Time: 1/2 phase.
Real Cost: 18.
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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 Magic
Skill roll, he is temporarily struck deaf and mute.
Power: 14- Ventriloquism
Modifiers: Gestures (-1/4), Requires Magic Skill Roll (-1/2), OAF - glass
(-1), Character must have at least 10 points in spells from College of
Illusions (-1/4), Side Effect (Darkness to Sound, 1' radius, centered on head,
16 charges) (-0). Active Cost = 9 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 3.
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Wiff
This spell can be used to make an opponent believe he completely failed to
wound the Illusionist, even if the blow inflicted severe damage. This might be
used, for example, to make the foe believe the Illusionist is immune to normal
weapon attacks. The trigger for the spell can include attacks by all types of
weapons, and from magical spells or powers. If the Wizard fails his Magic
Skill roll, he is stunned with pain from an imaginary wound.
Power: 8d6 Mental Illusion
Modifiers: Trigger (Struck by Attack) (+1/4); Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), OAF - glass (-1), Character must
have at least 10 points in spells from College of Illusions (-1/2),
Limitation: only to make opponent believe he failed to wound illusionist
(-1/2), Side Effect (3d6 Ego Attack) (-1/2). Active Cost = 50
points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 11.
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Spell Determination
To randomly determine the spells known to a typical adept of the College of
Illusionists, use the tables of scholarly disciplines below. An experienced
Illusionist will commonly have several spells from a single primary
discipline, plus a spell each from the other disciplines.
| 2d6 | School of Illusion |
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| 2-3 | Persistent Illusion |
| 4 | Hone Illusion |
| 5-7 | Images |
| 9 | Temperature |
| 10 | Mirage |
| 11-12 | Illusion |
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| 2d6 | School of Phantasm |
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| 2-3 | Past Images |
| 4-5 | Instant Replay |
| 6 | Edit Document |
| 7-8 | Light |
| 9-10 | Mind Missile |
| 11-12 | Phantasm |
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| 2d6 | School of Disguise |
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| 2-4 | Doppelganger |
| 5-6 | Silent Spellcast |
| 7-8 | Disguise |
| 9-10 | Wardrobe |
| 11 | Magical Aura |
| 12 | Wiff |
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| 2d6 | School of Disbelief |
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| 2 | Grand Banquet |
| 3-5 | Dispel Illusion |
| 6 | Blur |
| 7-9 | Invisibility |
| 10 | Group Invisibility |
| 11-12 | Enhanced Invisibility |
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| 2d6 | School of Misdirection |
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| 2-3 | Delude |
| 4 | False Illusion |
| 5-6 | Ventriloquism |
| 7-9 | Shadow |
| 10-11 | Numb Sense |
| 12 | Tseshari's Shadow Puppet |
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| 2d6 | School of Reflection |
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| 2-3 | Double Vision |
| 4-5 | Reflected Image |
| 6-8 | Detect |
| 9-10 | Duplication |
| 11-12 | Displaced Image |
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