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:
- 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.
- The Targets may be Beings and/or separate objects.
- 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.
- 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.
- 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.
- 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.
- 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
For objects, being thrown counts as a Violent Action, and being moved
incurs AP at the appropriate movement rate.