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SCHOOL OF ILLUSION

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Illusion is divided into five subschools: figment, glamor, pattern, phantasm and shadow. Figment spells create artificial sensations with no physical substance. Glamor spells alter the target's sensory properties. Pattern spells create insubstantial images which affect the minds of the viewers and can inflict harm. Phantasm spells create hallucinations which can be harmful. Shadow spells use magical shadows to create things with physical substance. Full invisibility is not allowed.


Unless otherwise noted, each spell can be used twice per day during combat. Outside of combat, reasonable use applies. In cases of friendly roleplay where a certain effect is agreed upon as exerting a positive effect on the story, magic limitations in combat can be exceeded if both parties agree.


Any material components listed must be in your possession before casting a spell. Additional material components may be required based on your class of character.


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LOW LEVEL SPELLS

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Blur

The subject’s outline appears blurred, shifting and wavering. It is only an illusion, and physical contact can still occur.
Material Component: Common.


Color Spray

A vivid cone of clashing colors springs forth from your hand, which may cause someone to be stunned, perhaps also blinded, and possibly knocking them unconscious. Sightless creatures are not affected by color spray.
Material Component: Common.


Silence

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. This spell provides a defense against sonic or language-based attacks. The spell fades after twenty minutes.
Material Component: Common. 


Silent Image

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Material Component: Common.


Ventriloquism

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. 
Material Component: Common.


Ghost Sound

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character. You can produce as much noise as eight normal humans. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound.
Material Component: Common.


Hypnotic Pattern

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.
Material Component: Common.


Minor Image

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create smell, texture, or temperature. Minor image includes some minor sounds but not understandable speech. You can move the image within the limits of the size of the effect.
Material Component: Common.


Disguise Self

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type or gender. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. You cannot appear as another player character without their permission. 

Material Component: Rare. 


Disguise Undead

You make one undead -including its clothing, armor, weapons, and equipment- look different. You can make it seem 1 foot shorter or taller, thin, fat, or in between. You cannot change the creature's body type or gender. The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of the undead or its equipment.
Material Component: Rare.


Magic Aura

You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner may recognize that the aura is false and detects the object’s actual qualities. If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.
Material Component: Ritual.


Magic Mouth

This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. Magic mouth can be placed upon a tree, rock, or any other object or creature. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.
Material Component: Ritual.


Phantom Trap

This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.
Material Component: Common AND Ritual.



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HIGH LEVEL SPELLS

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Displacement

The subject of this spell appears to be about 2 feet away from its true location in a direction the caster wishes.
Material Component: Common.


Illusory Script

You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script. Any unauthorized creature attempting to read the script is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include “Close the book and leave,” “Forget the existence of the book,” and so forth.
Material Component: Common.


Hallucinatory Terrain

You make natural terrain - up to the size of a football field - look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.
Material Component: Common.


Zone of Silence

By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell’s area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Lip reading can still occur from the outside. The zone has a limitation of 5 m circumference around the caster.
Material Component: Common. 


Dream

You send a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. If the subject is disturbed during the dream they come awake, ending the spell.

Material Component: Ritual. 


Misdirection

By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth.
Material Component: Ritual.  


Illusory Wall

This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.
Material Component: Rare. 


Major Image

This spell creates the visual illusion of an object, creature, or force, as visualized by you. While concentrating, you can move the image within the range. Sound, smell, and thermal illusions are included in the spell effect. The image disappears when struck by an opponent.
Material Component: Rare.


Mirror Image

Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck. The figments mimic your actions. While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.
Material Component: Rare. 


Rainbow Pattern

A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the view of the lights is completely blocked creatures who can’t see them are no longer affected. The spell does not affect sightless creatures.
Material Component: Rare.

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