Showing posts with label Invisibility. Show all posts
Showing posts with label Invisibility. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Permanent Invisibility

Permanent Invisibility (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or Touch
Target, Effect, or Area: You or a creature or object weighing no more than 100 pounds per caster level
Duration: Permanent (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Material component: An eyelash encased in a bit of gum arabic.

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Campaign Design - Spells: Selective Invisibility

Selective Invisibility (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or Touch
Target, Effect, or Area: You or a creature or object weighing no more than 100 pounds per caster level
Duration: 1 minute per caster level (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things, employ magic to do so, or designate the viewers as being able to see the invisible creatures or objects. You can designate certain creatures to see the invisible creatures or objects. These creatures must be chosen at the time of casting.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Material component: An eyelash encased in a bit of gum arabic.

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Campaign Design - Spells: Mass Improved Invisibility

Mass Improved Invisibility (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature per caster level, no two of which can be more than 30 feet apart
Duration: 1 minute per caster level
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

The creature or objects touched becomes invisible, vanishing from sight, even from darkvision. If the recipients are creatures carrying gear, that vanishes, too. If you cast the spell on others, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. The spell does not end if members of the group attack.

The subjects are not magically silenced, and certain other conditions can render recipients detectable (such as stepping in a puddle).

Material component: An eyelash encased in a bit of gum arabic.

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Campaign Design - Spells: Area Invisibility

Area Invisibility (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 60-foot radius spread
Duration: 1 hour per caster level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

As invisibility, except that you can selectively turn any or all objects within the spell's area invisible at the time of casting. Thus, you could turn your camp invisible for the night, or hide all contents of a room from sight. Affected creatures or objects that leave the affected area become visible. Affected creatures that attack negate the invisibility, but only for themselves.

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Campaign Design - Spells: Limited Invisibility

Limited Invisibility (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or touch
Target, Effect, or Area: You or a creature or object weighing no more than 100 pounds per caster level
Duration: 1 minute per caster level (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. This spell only lasts so long as the target does not move or is not touched by another creature. The effect ends immediately once one of those conditions is met. Attempting a Reflex saving throw involves moving.

Light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Material component: An eyelash dipped in grain alcohol.

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Campaign Design - Spells: Improved Invisibility Sphere

Improved Invisibility Sphere (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or touch
Target, Effect, or Area: 10-foot-radius sphere around the creature or object touched
Duration: 1 minute per caster level (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object

All creatures within 10 feet of the recipient becomes invisible, vanishing from sight, even from darkvision. The center of the effect is mobile with the recipient. If those affected are carrying gear, that vanishes, too. Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Creatures benefiting from improved invisibility sphere do not become visible if they attack. The spell does not end if the subject attacks.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, those affected are not magically silenced, and certain other conditions can render the subjects detectable (such as stepping in a puddle).

Material component: A bit of fleece and jade dust worth 100 shillings.

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Campaign Design - Spells: Conceal

Conceal (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Object touched
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

This spell causes one item you are carrying that is one size category smaller than you (or smaller) to become invisible. The object remains invisible until the spell's duration expires or you use the item to activate a spell or other magical effect, to open a door, to strike an opponent, drop it, or in any way use it to affect the world around you. This spell is most effective for sneaking items past guard or otherwise making you appear less prepared that you are. This item still creates a noticeable bulge in clothing or packs, but you receive a +10 circumstance bonus to Hide checks made to conceal the item on your person from someone searching for it.

Material component: A drop of honey placed on the object being concealed.

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Campaign Design - Spells: Invisible Dwelling

Invisible Dwelling (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 10 minutes
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One 30 foot cube per caster level
Duration: Permanent (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

You make a single building permanently invisible except to those you specify. You may add or subtract people from the list of those who can see the building at a whim. The building can be no larger than the area of the spell and the spell cannot be used to make only a portion of a building invisible. If cast on a temporary structure (for example, Hlín's secure structure), the spell must be recast each time the temporary structure returns.

If the building is destroyed or reduced to half its hit points, the effect of the spell ends.

Material component: A jar filled with sun rays trapped at noon on the summer solstice and an unblemished pumice stone.

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