Adventurer Abilities and Spells (Illusionist):

%Roll: Elemental Magician Abilities and Spells: 9

01-15:   Eyes of Illusion     (Spell) (Modification-Point cost: 30)
16-40:   Familiar                 (Spell) (Modification-Point cost: 20)

41-46:   Illusional Reality   (Spell) (Modification-Point cost: 80)

47-59:   Illusional Shift        (Spell) (Modification-Point cost: 14)

60-61:   Illusionary Gem: %Roll: Illusionary Gem types:

                                          01-85:   Diamond      (Spell) (Modification-Point cost: 60)

                                          86-95:   Emerald       (Spell) (Modification-Point cost: 120)

                                          96-00:   Ruby            (Spell) (Modification-Point cost: 180)

 

62-80:   Physical Illusion     (Spell) (Modification-Point cost: 30)

81-00:   Staff of Illusion       (Spell) (Modification-Point cost: 20) Staff that detects illusion.

 

 

Eyes of Illusion(Adventurer Abilities and Spells (levels 6+) Return to top

 

Reveals illusion to the caster.

 

Modification-Point Cost (M.P.C.) : 30

Prerequisites --------------------------- : "Staff of Illusion"

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

1space (5') per point of Awareness (Vision) above 5.

 

+1 space per 10 levels advanced.

Avoidance-Roll:

None.

Casting Time:

5 turns (25 seconds).

Damage:

None.

Duration:

1 minute (12 turns) (+ 1 turn per level of the caster).

Effect Time:

Instant.

Explanation:

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When this spell is cast, you can spot illusions before you are within its"Area of Effect".

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x the awareness of the caster.

Resting Time:

None.

Special:

None.

Spell Preparation:

Caster must have his or her "Staff of Illusion" in hand (this is a spell).

Spell-points to Cast:

15

Susceptibilities:

None.

Value:

30,000 white-gold

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Familiar (Adventurer Abilities and Spells (levels 6+) Return to top

 

Familiar created from solely illusion.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Illusionist

Ability-points to invoke:

N/A. This is a spell. See: "Spell-Points to Cast:".

Ability Preparation:

N/A. This is a spell. See: "Spell Preparation:".

Area of Effect:

Not applicable.

Avoidance-Roll:

To create this familiar, the caster must make a successful avoidance-roll vs. “Intelligence”. (luck can be used to succeed, but it will be forever lost).

 

1. If you are disturbed verbally, nothing will happen.

2. If you are touched lightly, in a non-intrusive way,

    nothing will happen.

 

3. If you are struck, or hit by something that causes

    no damage, you must make a successful

    Avoidance-Roll vs. "Mental-Attack" in order to

    continue the casting.

 

4. If you are struck by something that causes damage,

    or that moves you in a way in which you are tumbled,

    rolled, knocked over, or grappled with, you must make

    a successful "Mental-Strength" Check

    (Mental-Strength = your % chance) each time, in

    order to continue the casting of this spell.

Casting Time:

72 hours. The caster cannot be interupted during the casting time, or this spell will fail, and the 2 spell-points expended to cast it will be lost forever.

 

See: the notes 1-4 in "Avoidance-Roll" and "Explanation".

Damage:

None.

Duration:

Permanent.

Effect Time:

Instant.

Explanation:

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When this spell is cast the Illusionist will create a Familiar from the essence of illusion itself, forming and bringing it into reality before him or her, serving as a permanent companion for the remainder of the caster’s life.

 

The Illusion Familiar will obey the caster's every command without question.

 

Lesser Familiar will appear as anything the caster wishes (no larger than x2 the size and bulk of the caster, and not less than 1/8 the caster's size.

 

It can communicate verbally and mentally with the caster (verbally with others if the caster wills it to be so).

 

The caster can also perform the following, using his or her familiar:

1: See through the eyes of your Lesser Familiar. Range: 4 spaces (20').

           Special: Range of Vision will increase at a rate

                        of +2 spaces per 10 points of Vision above 5.

 

2: Hear through your Lesser Familiar. Range: 4 spaces (20').

           Special: Range of hearing will increase at a rate

                        of +1 spaces per 10 points of Hearing

                        above 5.

 

3: Casting: spells through your Familiar at a cost of x2 the normal

                    amount of spell-points expended.

 

Note:

There will be a 96% chance that this spell will be successful (a roll of 04-99). If unsuccessful, the 10 spell-points expended to cast this spell will be forfeit willingly by the illusionist forever (this is the risk the illusionist freely takes).

Hand Movement:

Two hands.

See: "Spell Preparation".

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

If the caster dies, the Illusion Familiar will be free to roam upon the plane in which it was brought into (thus it becomes an independant form of life. It may also return back to its place of origin (the Dimension of Illusion).

 

If brought back to life, the Illusionist will not have any control over his or her once familiar, however, the Familiar may return to serve the caster. This would be entirely up to how the familiar was treated by the caster, and would be to the discretion of the G.M.

Range:

Caster. This spell originates within the space the caster is currently kneeling within.

Resting Time:

24 hours, during which time the caster will be stricken with spell exhaustion, having the following penalties:

 

1/2 movement (rounded down).

Defense: -30

Offense: -30

 

Spells cannot be cast during the "Resting Time".

Special:

You can create multiple familiars, yet only one at a time. Remember that each time you create a familiar, you will permanently lose spell-points (as normal).

Spell Preparation:

None, yet the caster must not be disturbed in ANY way, or the spell will fail.

Spell-points to Cast:

10

 

1.The caster will lose 10 spell-points permanently for casting this spell.

2.These points are not forced from the caster, but are given freely.

3.These spell-points will NEVER regenerate.

Susceptibilities:

None.

Value:

20,000 white-gold

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Illusional Reality (Adventurer Abilities and Spells (levels 6+) Return to top

 

Cause others to possibly believe this illusion is real (thus it becomes real to them).

 

Modification-Point Cost (M.P.C.) : 80

Prerequisites --------------------------- : "Illusion, Minor"

Ability-points to invoke:

N/A. This is a spell. See: "Spell-Points to Cast:".

Ability Preparation:

N/A. This is a spell. See: "Spell Preparation:".

Area of Effect:

All targeted creatures who behold this illusion.

Avoidance-Roll:

Yes: Vs. "Perception".

Casting Time:

5 turns (25 seconds).

Damage:

See: "Note:" in this spell's Explanation:".

Duration:

1-D4 turns (5-20 seconds) (+1-D4 turns per level ABOVE 20th).

Effect Time:

Instant.

Explanation:

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Before casting this spell, the Illusionist must state what the illusion will be, and then cast it. All creatures which see this illusion must make the successful "Avoidance-Roll:" or, to that creature, the illusion is real.

 

A creature effected by the power of this illusion can destroy the illusion, as if encountering a normal creature.

 

Any creature that DOES NOT believe this illusion is real may ignore it, become distracted by it, etc. (discretion of the G.M.).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Mindless creatures are not effected by Illusion Reality.

 

A creature that lacks Hearing, Sense of Smell, Taste Touch, and/or Vision are less effected by this spell by 20%, up to a complete immunity.

 

Example:

If a creature fails the Avoidance-Roll vs. "Perception", yet has no Vision characteristic, will be 20% less effected Illusion Reality (even though it failed its avoidance-roll).

 

As well, if that ctreature does not have one or more of the previously listed characteristics, its acumulative immunity to this spell will continue to increase by 20% until it has a complete immunity to Illusion Reality.

Maximum Adjustment:

None.

Notes:

None.

Range:

10 spaces (50 feet).

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

40

Susceptibilities:

None.

Value:

80.000 white-gold

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Illusional Shift (Adventurer Abilities and Spells (levels 6+) Return to top

 

Increases the chance to make others believe an illusion is real.
This ability can be purchased multiple times.

 

Modification-Point Cost (M.P.C.) : 14

Prerequisites --------------------------- : Illusionist

Ability-points to invoke:

N/A. This is a spell. See: "Spell-Points to Cast:".

Ability Preparation:

N/A. This is a spell. See: "Spell Preparation:".

Area of Effect:

Caster only.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds)

Damage:

None.

Duration:

1 turn (5 seconds) x the level of the caster.

Effect Time:

Instant.

Explanation:

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This spell will make it 1% more difficult to resist disbelieving an illusion you cast. It will make it harder for your target to disbelieve the illusion.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

+23

Notes:

None.

Range:

Caster only.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

Not applicable. This is a passive spell that will always be in effect, making illusions harder and harder to disbelieve.

Susceptibilities:

None.

Value:

14,000 white-gold

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Illusionary Gem (Diamond) (Adventurer Spell (levels 6+) Return to top

 

Create the illusion of one diamond.

 

Modification-Point Cost (M.P.C.) -: 60

Prerequisites ---------------------------- : Illusionist

Ability-points to invoke:

N/A. This is a spell. See: "Spell-Points to Cast:".

Ability Preparation:

N/A. This is a spell. See: "Spell Preparation:".

Area of Effect:

N/A

Avoidance-Roll:

Pit your Intelligence vs. the Intelligence of the one who recieves it (race to 3).

 

If you are successful, the one who receives this gem will think it real. If you are unsuccessful, the one receiving this gem will discover it is not genuine.

Casting Time:

6 turns (30 seconds).

Damage:

None.

Duration:

1 hour (720 turns) (+1 hour per 3 levels advanced).

Effect Time:

Instant.

Explanation:

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Bring into visual being the appearance of a single diamond. This gem will not only look real, but it will feel as real as the gem it should be.

 

Roll for this gem's size and quality in the "Gems" section of the Treasure Book.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only (this gem will appear in the caster's hand).

Resting Time:

None.

Special:

If the caster willingly, permanently, gives up 10 spell-points, this gem will become real. However, to do this, the caster must follow the path of Animationist.

 

Note:

Something cannot be created out of nothing, and so the reagent to acomplish making this gem real must be something physical, like a carved wooden gem. It can even be a piece of ice. It only needs be similar in volume. . . it matters not.

Spell Preparation:

See the note in "Special" (above).

Spell-points to Cast:

30

 

Spell-Points will not begin to regenerate until the "Duration" of this spell has ended.

Susceptibilities:

This spell will automatically work if the Illusionist's intelligence is 30+ points above the one receiving this illusionary coin.

Value:

60,000 white-gold

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Illusionary Gem (Emerald) (Adventurer Spell (levels 6+) Return to top

 

Create the illusion of one emerald.

 

Modification-Point Cost (M.P.C.) -:120

Prerequisites ---------------------------- : Illusionist

Ability-points to invoke:

N/A. This is a spell. See: "Spell-Points to Cast:".

Ability Preparation:

N/A. This is a spell. See: "Spell Preparation:".

Area of Effect:

N/A

Avoidance-Roll:

Pit your Intelligence vs. the Intelligence of the one who recieves it (race to 3).

 

If you are successful, the one who receives this gem will think it real. If you are unsuccessful, the one receiving this gem will discover it is not genuine.

Casting Time:

12 turns (60 seconds).

Damage:

None.

Duration:

1 hour (720 turns) (+1 hour per 3 levels advanced).

Effect Time:

Instant.

Explanation:

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Bring into visual being the appearance of a single emerald. This gem will not only look real, but it will feel as real as the gem it should be.

 

Roll for this gem's size and quality in the "Gems" section of the Treasure Book.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only (this gem will appear in the caster's hand).

Resting Time:

None.

Special:

If the caster willingly, permanently, gives up 10 spell-points, this gem will become real. However, to do this, the caster must follow the path of Animationist.

 

Note:

Something cannot be created out of nothing, and so the reagent to acomplish making this gem real must be something physical, like a carved wooden gem. It can even be a piece of ice. It only needs be similar in volume. . . it matters not.

Spell Preparation:

See the note in "Special" (above).

Spell-points to Cast:

60

 

Spell-Points will not begin to regenerate until the "Duration" of this spell has ended.

Susceptibilities:

This spell will automatically work if the Illusionist's intelligence is 30+ points above the one receiving this illusionary coin.

Value:

120,000 white-gold

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Illusionary Gem (Ruby) (Adventurer Spell (levels 6+) Return to top

 

Create the illusion of one ruby.

 

Modification-Point Cost (M.P.C.) -:180

Prerequisites ---------------------------- : Illusionist

Ability-points to invoke:

N/A. This is a spell. See: "Spell-Points to Cast:".

Ability Preparation:

N/A. This is a spell. See: "Spell Preparation:".

Area of Effect:

N/A

Avoidance-Roll:

Pit your Intelligence vs. the Intelligence of the one who recieves it (race to 3).

 

If you are successful, the one who receives this gem will think it real. If you are unsuccessful, the one receiving this gem will discover it is not genuine.

Casting Time:

18 turns (90 seconds).

Damage:

None.

Duration:

1 hour (720 turns) (+1 hour per 3 levels advanced).

Effect Time:

Instant.

Explanation:

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Bring into visual being the appearance of a single ruby. This gem will not only look real, but it will feel as real as the gem it should be.

 

Roll for this gem's size and quality in the "Gems" section of the Treasure Book.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only (this gem will appear in the caster's hand).

Resting Time:

None.

Special:

If the caster willingly, permanently, gives up 10 spell-points, this gem will become real. However, to do this, the caster must follow the path of Animationist.

 

Note:

Something cannot be created out of nothing, and so the reagent to acomplish making this gem real must be something physical, like a carved wooden gem. It can even be a piece of ice. It only needs be similar in volume. . . it matters not.

Spell Preparation:

See the note in "Special" (above).

Spell-points to Cast:

90

 

Spell-Points will not begin to regenerate until the "Duration" of this spell has ended.

Susceptibilities:

This spell will automatically work if the Illusionist's intelligence is 30+ points above the one receiving this illusionary coin.

Value:

180,000 white-gold

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Physical Illusion (Adventurer Abilities and Spells (levels 6+) Return to top

 

Caster can make him or herself appear as another creature.

 

Modification-Point Cost (M.P.C.) : 30

Prerequisites --------------------------- : Illusionist

Ability-points to invoke:

N/A. This is a spell. See: "Spell-Points to Cast:".

Ability Preparation:

N/A. This is a spell. See: "Spell Preparation:".

Area of Effect:

Caster only.

Avoidance-Roll:

None.

Casting Time:

5 turns (25 seconds)

Damage:

None.

Duration:

1 hour (720 turns) x the level of the caster.

Effect Time:

Instant.

Explanation:

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The caster can take on the physical aspect of a creature no smaller than half his or her size, yet no larger than twice.

 

This illusion is illusion of the flesh, not the mind, and is of the more powerful illusive tricks. One can be touched, and the illusion of what is being portrayed can be felt.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

This is illusion yes, but it is real to the touch (meaning it is replicated by the sight of another). To detect such an illusion as this would first take suspicion. This will be strictly up to game-play.

Range:

Caster only.

Resting Time:

5 turns (25 seconds).

Special:

If suspicion arises as to the validity of this illusion, the suspicious one can then know it is not real with a successful avoidance-roll vs. “Intelligence”

Spell Preparation:

Only that the caster has knowledge of the physical entity he or she wishes to take the form of.

Spell-points to Cast:

15

Susceptibilities:

None.

Value:

30,000 white-gold

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Staff of Illusion (Adventurer Abilities and Spells (levels 6+) Return to top

 

A staff that sheds a power to detect illusion.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Illusionist

Ability-points to invoke:

N/A. This is a spell. See: "Spell-Points to Cast:".

Ability Preparation:

N/A. This is a spell. See: "Spell Preparation:".

Area of Effect:

1 space (5') (+1 space per 5 levels advanced above 5th level).

Avoidance-Roll:

avoidance-roll vs. “Dexterity” and “Intelligence” to create Staff of Illusion, and a successful avoidance-roll vs. “Intelligence” per illusion to detect each.

Casting Time:

12 hours.

Damage:

None.

Duration:

1 turn (5 seconds) x the level of the caster.

Effect Time:

Instant.

Explanation:

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The Staff of Illusion will shed a strange, unearthly, light. This light will not help the caster see in the dark, but will reveal illusion that is within the staff’s "Area of Effect".

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

This staff consists of pure illusion. It cannot be wielded as a weapon, unless it is against an illusion (then the stats will be as a R-0 quarter staff). See: “Weapons” for details on quarter staff.

Range:

Staff must be within the personal grasp of the caster.

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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