Illusion Magic Spells
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These are (obviously) new illusion spells. Most were taken from the
new common spells listing. Obvious other illusion spells are Blinding
Flash, Cloud of Smoke, Globe of Daylight, Thunderclap, Chameleon,
Concealment, Detect Concealment, Heavy Breathing, Invisibility
(Simple and Superior), Charismatic Aura, Fool's Gold, Multiple
Image, Shadow Meld, etc. The list goes on and on and on. Those reading
this file might also want to check out my notes
on magic illusions.
Audio Illusion
Level: 2
Range: 60ft
Duration: One minute per level.
Casting Time: One melee action.
Damage: None
Saving Throw: -2 penalty
P.P.E.tm Cost: 4
Use of this spell allows a mage to mentally generate any form of noise,
from breaking glass to a car engine. He can center the sound anywhere
within range, but it can be heard for a distance equal to the real sound.
The sound can also be maintained for the listed duration. Voices
cannot be duplicated (use Ventriloquism for that). This spell is
useful to add noise to visual illusions to make them more convincing.
If that is the use, drop the save throw for this illusion and instead
add a -2 penalty to the save throw for the visual illusion.
Blind Faith
Level: 7
Range: Self
Duration: Two minutes per level.
Casting Time: One melee
Saving Throw: -4 penalty
P.P.E.tm Cost: 20
This is a complicated bit of magic, because it works only on those
beings and objects with magically enhanced senses! If a Techno- Wizardtm
or Cybermagetm object is given a magical
visual power, it is blinded to the presence of the mage. Anyone with
magcially granted super- hearing is deaf to whatever sounds the
caster might make (by himself or by his actions). If the caster uses
this spell and invisibility magic, he is strangely invisible to
the See the Invisibility spell! However, a mutant who could see the
invisible (which comes with the similar but non- magical mutant invisibility)
would still see the caster.
This spell is only effective against sense enhancing magic, meaning
normal senses aren't affected! If a guard is under the effect
of a See Aura spell and is targeted by a Blind Faith spell, he will be
able to hear the mage that cast the Blind Faith spell - but won't see
the mage or his aura. The person that saves successfully
penetrates the Blind Faith and perceives things as it should. It doesn't
matter if the magic is on a person or object, because the person and object
are irrelevant - the magic is what Blind Faith targets. The faith in magic.
Note: The magic has a 35% base chance (plus 5% per additional
level) of covering up the noise that the caster's actions create,
since it affects the perceptions of the magic. A screaming mage would
be silent to someone with magically enhanced hearing, but could tip over
glass bottles onto a concrete floor and the shattering glass might
be heard. The additional magical masking is difficult to achieve, but can
be done with practice.
Glow
Level: 1
Range: Self or 30ft radius around caster.
Duration: Five minutes per level.
Casting Time: One melee action.
Damage: None
Saving Throw: None
P.P.E.tm Cost: 1
This spell is similar to the other first level spells of Lantern Light
and Globe of Daylight. In this case, the photokinetic energy is spread
out over a moderate duration. The mage can vary the color, size, and shape
of the glow to create a display of pretty lights. The glow isn't really
enough to see by (less than the light produced by a few candles). It's
great for distractions, impressing children, training young illusionists,
and making a mage seem more intimidating (+1 to horror factor if the
glow is radiated from one's self, eyes, clothes, staff, etc.)
Illusion Booster
Level: 6
Range: As per illusion, area effect.
Duration: Double that of the original illusion.
Casting Time: Two melee actions
Saving Throw: Not applicable
P.P.E.tm Cost: 15
This spell can be cast only on existing magic illusions, and
can only be cast once. This will double the duration of the
targeted illusion. Taken from page 140 of Rifts® Federation
of Magictm Check out that book
for other cool illusion spells!
Image Shell
Level: 4
Range: Self
Duration: Ten minutes per level.
Casting Time: One melee action.
Saving Throw: -4 penalty
P.P.E.tm Cost: 12
An invocation that allows a mage to alter his physical appearance to a
fair degree. If the mage has the Disguise skill, he can add a +15% bonus
when using this spell. If he does not have it, his base skill is 30% +5%
per level when using this spell. He can not, however, copy another person's
face (too complicated). What he can do is change the appearance of his
clothing, his apparent age (add or subtract three years per level), his
apparent P.B. or P.S. (can alter each by one point per level of experience),
and the shape of his body.
The mage still retains his own sex, voice, memory, skills, attributes, and
abilities with the illusion, at least until level three. After level three,
the mage can change his apparent sex, race, personal odor, and the sound of
his voice in addition to his appearance. At level four, he can use his Lore:
D-Bee and Lore: Demons and Monsters skills as a Disguise skill and
make himself look like a member of another race. Size and weight
does not change, but can appear to. Anyone who successfully
saves against the spell will not see the illusion but the mage
himself. The mage could also use this spell to boost his horror
factor to equal (not exceed) his spell strength. Combined with
Mask of Deceit, the mage can totally change his appearance into
that of another person. Add Ventriloquism to this spell, and the
change is even more complete.
Self Projection
Level: 6
Range: Self and 90ft +10ft per level away.
Duration: Five minutes per level.
Casting Time: One melee
Saving Throw: -6 penalty
P.P.E.tm Cost: 15
The caster has the ability to project his image and his conciousness up
to 100ft away at first level. He can use this very, very effective illusion
to make it appear he is somewhere else. The illusion can also speak and
be heard, so the caster can use his illusion image to interact with other
beings. A successful save vs magic means that the person who saves won't
hear or see the illusion and will probably think others are talking to
someone who isn't there.
Stationary Illusion
Level: 3
Range: 60ft
Duration: Five minutes per level.
Casting Time: One melee
Damage: None
Saving Throw: -2 penalty
P.P.E.tm Cost: 8
An invocation which creates a replica of a physical object. The object
that is 'created' can be no larger than 100 cubic feet (5x5x4 feet) plus
100 cubic feet per level. Thus, anything from your basic easy chair to a
pen can be simulated. The object has no substance, and if it is touched
the spell is broken and the illusion ends. It is most effective when used
to create an illusion of an object that is looked at but rarely touched
(like a mantlepiece, painting, or other asthetic possession). As the mage
progresses, he can even create illusions of non- moving cars, shacks, used
armor, etc. In order to create an object, the mage must have a copy to
work from, a detailed memory, or a skill involving the object.
Superhuman Beauty
Level: 4
Range: Self or others by touch.
Duration: Two minutes per level.
Casting Time: One melee action.
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 10
Recipients of this magic will gain a P.B. rating equivalent to a P.B. of
28 (86% chance to charm or impress) and +5% on the Interrogation, Pick
Pockets, and Performance skills. Anyone looking at the recipient gets a
save vs illusion magic - success means that the recipient is seen for
exactly what he is.
Ventriloquism
Level: 1
Range: 10ft radius
Duration: One melee
Casting Time: One melee action.
Saving Throw: Standard
P.P.E.tm Cost: 3
The mage (or the recipient of the spell) can throw his voice anywhere
within range. Imitating voices is not possible unless the character has
that skill (+10% bonus if he has it), but the character can grunt, growl,
mumble, moan, scream, and change the sound of his voice. Basically
equivalent to the skill at 90%. The description in PFRPG 2nd Ed. didn't
have a duration. It was instant, which isn't very helpful.