Elementalist Spell Specification

Class: Illusionist (Sg)

4. Invisibility (Multiple Targets)

BTS: 40% (Sg)

ULT: 125 hours

Materials: a piece of cloth (Caster's sleeve will do)

Actions: wipe cloth across each Target (over his eyes if a Being) in turn

Effect of Throw:

3 to 12 Insanity

13 to 15 Target shines @ LI 4 to 2 for Duration

16 to 19 No Effect

³ 20 (T-19) Action Points ("AP")

Duration: 6t min - t(t-1)/2

Radius: 20r ft    -r(r-1)/2 (centred on Caster)

No. Affected: n    -n(n-1)/2

Notes:

  1. The Spell may be cast on multiple Targets, specified by the Actions.  If the Actions are omitted (e.g. cast as a Word Spell), the Targets will be selected randomly from the Caster and others within the Radius.
  2. The Targets may be Beings and/or separate objects.
  3. The Targets must remain within the Radius of the Caster for the Spell to be effective.  If a Target leaves the Radius and then returns within the Duration, he will regain the Invisibility effect, but will continue to expend AP even when not Invisible.  Each Target has the full AP given by T, and expends them separately.
  4. Spell makes Target and (if a Being) his possessions within his aura Invisible.  For visual purposes only, the effect is as if he were not there.  Light will appear to shine through him.  He does not cast a shadow, but will leave tracks.
  5. Thievish Detect Hiding and Detect Man-to-Man (using Sg) or Truesight Activities will not enable an Invisible Target to be seen, as there is no image to be seen.  This is in contrast with Chameleon effects, which blend the Target in with its surroundings.  Illusionist Sight Spells (e.g. See Invisible) may enable an Invisible Target to be seen, as they override Illusionist Sg effects.
  6. Chameleon and Invisibility effects both apply at once (as they work differently).  This could be useful against e.g. See Invisible.  An Invisible and Chameleoned Target expends Action Points for activities as normal.
  7. The effect ends when the Duration expires or when remaining AP = 0.  AP are expended as follows:

For objects, being thrown counts as a Violent Action, and being moved incurs AP at the appropriate movement rate.