Showing posts with label Figment. Show all posts
Showing posts with label Figment. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Minor Stench

Minor Stench (adapted from Dragon Magazine #302; originally Stench)
Illusion (Figment)

Level: Bard 0, Druid/Spirit Shaman 0, Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 10-foot-radius emanation
Duration: 1 minute per caster level
Saving Throw: Will negates
Spell Resistance: No

Stench creates a terrible smell in a 10-foot-radius. It can be any smell you wish. Any creatures within the area of effect with the scent ability must succeed at a Will save or lose the use of the ability while within the area.

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Campaign Design - Spells: Mass Agony

Mass Agony (from the Witch's Handbook)
Illusion (Figment)

Level: Witch 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature per caster level, no two of which can be more than 30 feet apart
Duration: 1 round per caster level
Saving Throw: Will negates
Spell Resistance: Yes

You create the illusion of blinding pain for one creature per caster level. The creatures are stunned for the duration of the spell, unable to do anything because of the pain. Opponents gain a +2 bonus on rolls to strike the creatures and they lose their Dexterity bonus to Armor Class. A flying creature that is affected by mass agony cannot fly and falls. A swimming creature affected by the the spell creature cannot swim and may drown. Creatures that do not feel pain (such as constructs or undead) or that are immune to illusions are immune to this spell.

Material component: One needle or pin per caster level.

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Campaign Design - Spells: Massive Image

Massive Image (from School of Illusion)
Illusion (Figment, True Illusion)

Level: Sorcerer/Wizard 7
Components: V, S, M, F
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: Visual figment that cannot extend beyond four 100-foot cubes + one 100-foot cube per caster level (S)
Duration: 1 minute per caster level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This spell creates the illusion of an object, creature, or force, as visualized by you that can include visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish. You can move the image within the limits of the size of the effect. The size of the figment is large enough that the caster can create illusions of dragons, entire buildings, and so on.

Material component: A bit of fleece and several grains of sand.

Focus: A bit of fleece.

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Campaign Design - Spells: Mirror

Mirror (from Dragon Magazine #302)
Illusion (Figment)

Level: Bard 0, Cleric/Favored Soul 0, Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One illusory surface up to 1 square foot in area
Duration: 1 round per caster level
Saving Throw: Will negates
Spell Resistance: No

Mirror creates a one-square-foot mirrored surface that can be shaped and positioned as the caster desires. The mirror is insubstantial, and object pass through it without problem. The mirrored area is also transparent from the other side, so the spell can be used for a one-way mirror effect if placed over a window or similar opening. As a move-equivalent action, the caster can concentrate and cause the mirror to move anywhere within range.

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Campaign Design - Spells: Misleading Images

Misleading Images (from School of Illusion)
Illusion (Figment, Glamer, Avoidance)

Level: Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Caster plus 2d6 illusory doubles
Duration: 1 round per caster level (D)
Saving Throw: None or Will disbelief (if interacted with)
Spell Resistance: No

You become invisible (as greater invisibility, a glamer), and at the same time, 2d6 illusory doubles of you (as major image, a figment) appear. You are then free to go elsewhere while your doubles move away. The doubles appear within range but thereafter moves but thereafter move according to the caster's intent at the time of casting. You can make a figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figments can then move in different directions. The doubles move at your speed and can talk and gesture as if they were real, but they cannot attack or cast spells, though they can pretend to do so. The duplicates mimic each other's actions, and may move through one another. They cannot cast spell, but can pretend to do so. Any successful attack against a duplicate destroys it. A duplicate's Armor Class is (10 + the caster's size modifier + the caster's Dexterity modifier). Duplicates seem to react normally to area spells (such as looking burned or dead after being struck by a fireball).

The illusory doubles last as long as you concentrate upon them, plus 3 additional rounds. After you cease concentration, the illusory doubles continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of concentration.

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Campaign Design - Spells: Distract

Distract (from School of Illusion)
Illusion (Figment, Avoidance) [Mind-Affecting]

Level: Bard 0, Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature per 2 caster levels, no two of which can be more than 20 feet apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell causes the target to experience the false sensation of a fast moving object or a loud sound that momentarily diverts the target's attention. While the target turns its attention from you, you can attempt a Hide check if you are within 10 feet of a hiding place of some kind.

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Campaign Design - Spells: Flag

Flag (from Dragon Magazine #302)
Illusion (Figment)

Level: Bard 0, Cleric/Favored Soul 0, Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 round per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Flag causes an illusory flag 2 feet by 3 feet to appear over the target's head. The flag can be between one and twenty feet up in the air and has a design of the caster's choice. This spell is useful as a signal, to rally troops, or to mark someone in a sporting contest.

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Campaign Design - Spells: Visitation

Visitation (from School of Illusion)
Illusion (Figment, Message)

Level: Bard 5, Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 full round
Range: Unlimited
Target, Effect, or Area: Self plus one creature
Duration: 1 minute per caster level (D)
Saving Throw: Special (see text)
Spell Resistance: No

At the beginning of this spell, you must write down the target's name of some title that leaves no doubt as to the target's identity. The target then receives a telepathic announcement that someone is trying to contact him - the caster is not identified. If the target declines to accept the contact, the spell immediately fails. If the target accepts the contact, an illusionary image of you appears before the target and a similar image of the target appears before you. This figure is life-sized and replicates the appearance and movements of its original precisely. These images can be seen and heard by others, but do not include the figure's surroundings or other living beings in the area. The images move with the caster and target, always remaining within an unoccupied adjacent square. For the duration of the spell, both characters may converse and observe the other freely. This includes using Charisma-based and Wisdom-based skills such as Bluff, Diplomacy, and Sense Motive. Either you or the target may end the spell at any time as a free action.

The spell functions only on the plane of existence you are currently occupying, and if the target leaves that plane, the spell automatically ends.

Material component: A special diamond based ink worth not less than 100 shillings.

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Campaign Design - Spells: Agony

Agony (from the Witch's Handbook)
Illusion (Figment)

Level: Witch 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature
Duration: 1 round per caster level
Saving Throw: Will negates
Spell Resistance: Yes

You create the illusion of blinding pain for one creature. The creature is stunned for the duration of the spell, unable to do anything because of the pain. Opponents gain a +2 bonus on rolls to strike the creature and it loses its Dexterity bonus to Armor Class. A flying creature that is affected by agony cannot fly and falls. A swimming creature affected by the the spell creature cannot swim and may drown. Creatures that do not feel pain (such as constructs or undead) or that are immune to illusions are immune to this spell.

Material component: A needle or pin.

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Campaign Design - Spells: Legacy

Legacy (from the Book of Eldritch Might II)
Illusion (Figment)

Level: Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target, Effect, or Area: An image of you
Duration: 1 year per caster level or until discharged
Saving Throw: None
Spell Resistance: No

This illusion is meant to fool no one. Instead, this programmed visual lets you store an image of yourself in a location of your choosing. The image, activated by a visual or audible trigger, is faint, makes no sound or smell, and had no substance - thus it is clearly an image to all who see it. It looks like you and persists for up to 1 round per caster level. During this time, you can compel the image to take whatever actions you wish, although it cannot move more than 10 feet from the spot where it is stored. The image cannot manipulate objects or affect creatures physically.

The trigger for the effect reacts to appearances: Disguises and illusions can fool it. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats an audible trigger. You can key an audible trigger to a general type of noises or to a specific noise or spoken word. actions can serve as triggers if they are visible or audible. The spell cannot distinguish alignments, level, Hit Dice, or class except by external garb.

It it common to use this spell in conjunction with a hidden magic mouth so that the lasting image has both visual and verbal components.

Material component: 10 shillings worth of platinum dust.

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Campaign Design - Spells: Perfect Illusion

Perfect Illusion (from School of Illusion)
Illusion (Figment, True Illusion)

Level: Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: Visual figment that cannot extend beyond four 10-foot cubes + one 10-foot cube per caster level (S)
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The figment can include visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish. You can move the image within the limits of the size of the effect.

The illusion is crafted so perfectly that it cannot be disbelieved and lasts forever unless ended with a touch by the caster. The illusion can still be dispelled as usual, and lacks solidity, so it can be passed through.

Material component: A bit of fleece and several grains of sand.

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Campaign Design - Spells: Glew's Lure

Glew's Lure (from School of Illusion; originally Lure)
Illusion (Figment, Fascination) [Mind-Affecting]

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature
Duration: 1 round per caster level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates an illusion of something extremely attractive - and mobile - to the target of the spell. Unless the target of the spell makes a successful Will save, that target is compelled to follow the illusion, which always seems to stay just a few steps ahead of him. The affected target must follow the illusion until the spell expires or until the caster mentally wills the spell to end. Typically, these illusions are of something highly desirable, such as a cart laden with gold or a comely figure beckoning the affected target. Only the affected target can see the illusion. A successful saving throw completely negates the effects of the illusion.

The cast of Glew's lure must determine the specific path that the illusion must take. This path cannot lead into any obviously dangerous areas - should the path taken by the illusion do so, the target immediately receives a second Will save to escape the effect. if the affected target of Glew's lure is restrained from following the illusion, that target will still struggle and attempt to follow the illusion and may not take any other action apart from trying to follow the lure for the duration of the spell.

Material component: Rose petals.

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Campaign Design - Spells: Crawling Skin

Crawling Skin (from School of Illusion)
Illusion (Figment, Terror) [Fear, Mind-Affecting]

Level: Bard 0, Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 minute per caster level (see text)
Saving Throw: Will negates
Spell Resistance: Yes

This spell instills a false jittery sensation within the target's mind, making him more sensitive to fear effects. The target's body often responds with tightened skin, hairs on end, increased perspiration, and an accelerated pulse rate. The subject suffers a -2 morale penalty to his next saving throw against a fear effect. The spell lasts for one minute per caster level or until the target encounters a fear effect that requires a saving throw.

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Campaign Design - Spells: Illusory Whisper

Illusory Whisper (from School of Illusion)
Illusion (Figment, Message)

Level: Bard 0, Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates the illusory sound of one word, whispered in the ear of one creature or object within range. This word must be in a language known to the caster and can be used to trigger magic items that have single word command words.

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Campaign Design - Spells: Independent Illusion

Independent Illusion (from School of Illusion)
Illusion (Figment, True Illusion)

Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: Visual figment that cannot extend beyond a 20-foot cube + one 10-foot cube per caster level (S)
Duration: Permanent until triggered, then 1 round per caster level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This spell creates the visual illusion of an object, creature, or force, as visualized by you. You can move the image within the limits of the size of the effect. This spell’s figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech. The illusion possesses a tiny spark of the caster's Intelligence that lets it react to changing situations as the caster desires, as though he consciously directed its actions. Casting this spell inflicts 1 point of temporary Intelligence damage on the caster.

You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The spell functions when specific conditions are fulfilled according to your command as set in the spell. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. The trigger cannot be based on some quality not normally obvious to the senses; an independent illusion cannot distinguish alignment, level, Hit Dice, or class except by external garb.

The range limit of a trigger is 15 feet per caster level, so a 16th-level caster can command an independent illusion to respond to triggers as far as 240 feet away. 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: A bit of fleece and jade dust worth 100 shillings.

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