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:

  1. The Spell may be cast on one Target only, which may be a Being or an object.
  2. 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.
  3. 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).
  4. 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.
  5. 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.
  6. The effect ends when the Duration expires or when remaining AP = 0.  AP are expended as follows:

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.