Elementalist Spell Specification
Class: Illusionist (Hr)
3. Hush
BTS: 30% (Hr)
ULT: 90 hours
Materials: a piece of cloth (Caster's sleeve will
do)
Actions: hold cloth across Caster's mouth (but not
so as to prevent the Incantation), touching it to the mouth at the
conclusion of Casting
Effect of Throw:
-1 to 8 Insanity
9 to 11 Noise made by Target is amplified by 4 to 2 times
12 to 15 No Effect
³ 16 (T-15) Action Points
("AP")
Duration: 6t min - t(t-1)/2
Range: 3d ft -(4+d(d+1)/2) If cast on self, there is no Range
minus. If cast on another Being or an object, Range is at least 0 ft, so there will
be a Range minus of at least -4.
Notes:
- The Spell may be cast on one Target only, which may be a Being or an
object.
- Spell prevents any sound being made by Target and (if a Being) his possessions within his aura.
It does not prevent him from Casting Spells: the Incantation must
still be declaimed out loud (thus expending AP), but will not be heard by
anyone. The God, Elemental or Nature Spirit to Whom the Incantation
is addressed will still be sufficiently aware of it.
- A Hushed Target does not make any noise when interacting with the
environment, other Beings or objects: e.g. a Hushed person walking on
gravel or stepping on and breaking a dry twig makes no noise; a Hushed
crossbow bolt fired from a non-Hushed crossbow makes no noise, and hits
an opponent soundlessly, but when the opponent cries out he makes a
noise, and when he falls to the ground it makes a noise (as these are
caused by the Damage he takes, not by the Hushed bolt).
- Thievish Detect Hiding (using Hr) or Hear Activities will not enable a
Hushed Target to be heard, as no sound is made to be heard This is
in contrast with Silence effects, which
reduce the noise which is made. Illusionist Hear Spells may enable
a Hushed Target to be heard, as they override Illusionist Hr effects.
- Silence and Hush effects both apply at once
(as they work differently). A Hushed Target within the Radius of a
Silence expends Action Points for activities as normal.
- The effect ends when the Duration expires or when remaining AP =
0. AP are expended as follows:
- Violent Actions (e.g. Spell Cast, Fighting Attack, Parry, Shield or
Dodge): -6AP
- Walk: -1AP/min
- March: -1AP/36 sec
- Double / Run: -1AP/18 sec
- Charge / Sprint: -1AP/6 sec
If there are insufficient AP for the action undertaken, that action
makes a noise: e.g. if a Spell is Cast with 3AP remaining, the whole
Incantation can be heard.
For objects, being thrown counts as a Violent Action, and being moved
incurs AP at the appropriate movement rate. A Hushed Fire Bomb that is
thrown and explodes is subject to 2 Violent Actions: 1 for being thrown and
1 for exploding.