Illusion

From The Hidden Room

Red Age > Rules > Magic > Spells > Illusion


(Power 0+, 10 min, 1 action, 60' range)

Power 0, choose 1:

Create a sound (up to a scream in volume); either a persistent sound or one controlled by you during the duration while you are within range. Can't produce fully intelligible speech.

Create a still, visual-only illusion up to a 5' cube in size. Physical contact reveals it to be false and intangible (making it faint, as below). Visual illusions can't emit light.

Power 1

Visual illusions can be up to a 15' cube and can emit light. If in range, as an action, you can control and adjust the illusion, even moving the volume affected within range.

Power 2

You may produce both visual and audible stimuli.

Sensory impressions can't be so extreme as to cause harm or true affliction (sound can't deafen, light can't blind).

An observer who takes an action to scrutinize the illusion can make a Wits save to perceive through it. If successful, it becomes a faint version of itself, easily perceived through. Physical contact also reveals its illusory, intangible nature.



Greater Image

(Power 0+, 1 action, 60', conc (10 min))

The Power used determines its possibilities (includes any lower traits you wish):

Power 0: 5' cube, choose 1:

Create a sound (up to a scream in volume); either a persistent sound or controlled by you during the duration.

Create a still, visual-only illusion up to a 5' cube in size. Physical contact reveals it to be false and intangible (making it faint, as below). Visual illusions can't emit light.

Power 1: 15' cube

Visual illusions can be up to a 15' cube and can emit light. If in range, as an action, you can control and adjust the illusion, even moving the volume affected within range.

Power 2: may produce both sights and sounds at the same time.

Power 3: 20' cube, 120' range, may produce smell and temperature as well.

Power 5: 30' cube, indefinite

(25 gp of ritual materials) up to 10 minutes of triggered, programmable behavior; can dispel at the end or reset and be triggered 10 minutes later.

If in range, as an action you can control and adjust the illusion, even moving the volume affected within range.

Sensory impressions can't be so extreme as to cause harm or true affliction (stenches can't cause nausea, heat / cold can't harm, sound can't deafen, light can't blind).

An observer who scrutinizes the illusion for an action can make a Wits save to perceive through the illusion. If successful, it becomes a faint version of itself, easily perceived through. Physical contact also reveals its illusory, intangible nature.


elements of astral mask (you can fake magical auras in your illusions