Elementalist Spell Specification
Class: Illusionist (up to 5
Senses as applicable - see Spell Level below)
1 to 9. Static / Mobile / Programmable / Independent / Morphing Audio
/ Visual / Tactile / Olfactory / Gustatory Illusion
Spell Level ("SL") = 1 for each of Audio (Hr),
Visual (Sg), Tactile (Tc),
Olfactory (Sm) and Gustatory (Ts)
The Spell will be a Static Illusion Spell unless one of the following
alternatives is Bound:
- SL+1 for Mobile Illusion
- SL+2 for Programmable Illusion
- SL+3 for Independent Illusion
- SL+4 for Morphing Illusion
Therefore Illusion Spells range from 1. Static Visual Illusion to 9.
Morphing Audio Visual Tactile Olfactory Gustatory Illusion.
BTS: 5(SL+5)% (Applicable Sense) - only as per Note
6. in General Notes for Illusionist
Spells
ULT: (25*SL) hours + 5 hours for Static Illusion
Spells / + 10 hours for Mobile Illusion Spells / + 15 hours for Programmable
Illusion Spells / + 10 hours for Independent Illusion Spells / + 15 hours
for Morphing Illusion Spells.
Once the additional hours for a particular kind of
Illusion Spells have been learnt, they do not need to be relearnt on
learning another Illusion Spell of the same type, but are not cumulative
towards learning other types. E.g to learn 1. Static Visual Illusion
as a first Illusion Spell has ULT 25 + 5 = 30 hours. To then learn 2.
Static Audio Visual Illusion would have ULT 50 hours, but to then learn 2.
Mobile Visual Illusion would have ULT 50 + 10 = 60 hours.
Materials: none, but Caster must have at least
some ability to use the applicable Spells (e.g. a totally blind man may not
cast Visual Illusions, even if he were once sighted - though this may be
circumvented by an appropriate Sight Spell)
Actions: sketch out the intended illusion by
appropriate gestures
Effect of Throw:
Level 1 Illusion Spells |
Level 2 Illusion Spells |
Level 3 Illusion Spells |
-3 to 6 |
Insanity |
-1 to 8 |
Insanity |
0 to 9 |
Insanity |
7 to 8 |
Random Illusions |
9 to 10 |
Random Illusions |
10 to 12 |
Random Illusions |
9 to 11 |
No Effect |
11 to 13 |
No Effect |
13 to 16 |
No Effect |
³ 12 |
(T-11) ft Radius |
³ 14 |
(T-13) ft Radius |
³ 17 |
(T-16) ft Radius |
Level 4 Illusion Spells |
Level 5 Illusion Spells |
Level 6 Illusion Spells |
4 to 13 |
Insanity |
9 to 18 |
Insanity |
13 to 22 |
Insanity |
14 to 16 |
Random Illusions |
19 to 21 |
Random Illusions |
23 to 26 |
Random Illusions |
17 to 20 |
No Effect |
22 to 25 |
No Effect |
27 to 31 |
No Effect |
³ 21 |
(T-20) ft Radius |
³ 26 |
(T-25) ft Radius |
³ 32 |
(T-31) ft Radius |
Level 7 Illusion Spells |
Level 8 Illusion Spells |
Level 9 Illusion Spells |
20 to 29 |
Insanity |
28 to 37 |
Insanity |
37 to 46 |
Insanity |
30 to 33 |
Random Illusions |
38 to 41 |
Random Illusions |
47 to 50 |
Random Illusions |
34 to 38 |
No Effect |
42 to 46 |
No Effect |
51 to 55 |
No Effect |
³ 39 |
(T-38) ft Radius |
³ 47 |
(T-46) ft Radius |
³ 56 |
(T-55) ft Radius |
"Insanity" effects will involve Delusion at Insanity Level 10
to 1, by T.
"Random Illusions" Blowback effects are at the Elemental's
discretion, but will normally be opposite to what the Caster intended to
create or adverse to him in some way.
Duration: t min - t(t-1)/2
Range: 30d ft -d(d-1)/2
Elements: n -n(n-1)/2
Notes:
- See the General Notes for Illusionist
Spells.
- The Illusion must be created within the Radius, but may be perceived
from outside it.
- The Elements are the number of separate Illusions that may
appear at any one time during the Duration within the Radius. One
Element may have multiple sensory effects, depending on the type of
Illusion Spell. E.g. a bowl of illusory oranges is one Element,
but n separate illusory oranges are n Elements. The Spell type
permitting, each such orange may look and feel like an orange, and
smell, taste and sound like an orange when peeled, but still count as
one Element (being the attributes of an orange). For them to taste
of brandy as well as of oranges would be 2 Elements. For them also
to say "Buy your brandy oranges from the Great Illuso!" when
peeled would be 3 Elements.
- Static Illusions cannot be moved or changed, and do not respond
to stimuli. E.g. if someone tries to pick up a Static Illusory
orange, his fingers will go through it, though he will feel it if the
Illusion is Tactile. He could taste a Static Visual Gustatory
orange by sticking his tongue inside it, without peeling it, but could
not use a straw!
- Mobile Illusions can be moved and changed and made to respond
to stimuli by the Caster using light
concentration, provided he is
within the Range of the centre of the Radius. He may leave the
Range and return during the Duration without losing this ability.
Moving the Illusion includes the ability to move the centre of the
Radius at any speed, subject to his remaining within Range. The
Caster may change the Elements involved freely, up to the maximum number
he specified. When Mobile Illusions are not being controlled by
the Caster, they function as Static Illusions. The degree of
control required is that which is sufficient to indicate what is
required - the Elemental handles the rest. E.g. if someone picks
up and peels an illusory orange, the Caster need only lightly
concentrate on its being picked up and peeled, not on its exact position
relative to the peeler's fingers, how the peel comes off, and whether it
squirts juice in his eye (though he may add or restrain these features
if he concentrates on doing so). But he must keep concentrating,
or the orange will stop being peeled, and the peeler's hands will go
through it. He may also change the oranges to apples.
- Programmable Illusions function as Mobile Illusions, except
that heavy concentration is required, and can be used to give
instructions which the Illusion (i.e. the Elemental) will continue to
follow after the Caster has stopped controlling the Illusion, or has
left the Range. The programming cannot be set during Casting, so
at least some heavy concentration is required after the Casting time, or
the Illusion will function as a Static Illusion (it may however appear
already in motion). The programming may be in general terms.
E.g. the Caster may heavily concentrate on the illusory orange's
responding to the stimulus of the peeler interacting with it, and it
will then continue to respond to the peeler as if it were a real orange,
even if he does something unexpected with it, like suddenly throwing it
at the Caster.
- Independent Illusions are moved and changed and made to respond
to stimuli only by the Elemental. The Caster has no control over
them, other than to specify the Elements on Casting. The Elemental
will normally make them behave as would their real equivalents, but will
not change the Elements specified. They may independently move
beyond the Range. E.g. if the Caster's party is attacked by
goblins, and he creates a band of Independent Illusory orcs to attack
the goblins from the rear, the orcs may either run away if defeated by
the goblins, or attack the Caster's party once they have made the
goblins run away.
- Morphing Illusions function as Independent Illusions, except
that the Elemental may change the Elements up to the maximum number
specified by the Caster, and the Caster may override the Elemental's
control using heavy concentration as per Programmable Illusions,
provided he is within the Range of the centre of the Radius. This
feature may be used to initiate Element change (Morphing), as the
Elemental will normally make the Illusion behave realistically.
E.g. the Caster could stop the victorious illusory orcs from attacking
his party, or change them into friendly humans.
- Illusions last for the Duration, and may not be dispelled by the
Caster. If he has control over the Elements (as with Mobile,
Programmable and Morphing Illusions), and is within the Range of the
centre of the Radius, the Caster may however reduce the number of
Elements to zero. He may still create new Elements during the
Duration.
- Illusions may be produced which have an intense effect upon the
Senses, such as illusory Light / Darkness, Noise / Silence, Pain /
Numbness, Odour / Deodorant, Tastiness / Tastelessness. Each level
of these counts as 1 Element: e.g. an LI +3 Light or LI -3 Darkness each
count as 3 Elements.