Minor Image (Sorcerer/Wizard Spell): Difference between revisions
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| Description = This spell functions like [[Silent Image (Sorcerer/Wizard Spell)]], except that ''Minor Image'' is larger, and includes appropriate sounds but not understandable speech. | | Description = This spell functions like [[Silent Image (Sorcerer/Wizard Spell)]], except that ''Minor Image'' is larger, and includes appropriate sounds but not understandable speech. | ||
:The caster may expend a move action to move the image within the confines of its maximum space, in order to make the image appear to react to any nearby creatures, if they wish. | :The caster may expend a move action to move the image within the confines of its maximum space, in order to make the image appear to move naturally, or even react to any nearby creatures, if they wish. This may also include adjusting the sounds created by the illusion, though the wielder still cannot cause the illusion to speak intelligibly (or even haltingly). Charades and pantomiming are also impossible, as the illusion simply cannot react realistically enough to convey meaning usefully (beyond the truly obvious social clues like "this thing might bite me"). Of course, you can always create an illusion of a sign with writing on it, you just can't have the sign speak out its message to viewers. | ||
:Interacting with the illusion directly allows a saving throw as detailed above to notice that the illusion isn't real, but only if using a non- | : The illusion cannot be used for cover or concealment of any sort. The illusion cannot be terrain, such as a hill or wall. It cannot make a filled room appear empty, nor can it be used to create the image of massed piles of smaller objects. It can only create the illusion of a single object, such as a monster, a treasure chest, a fountain, or even a window. If used to create the image of a window (or some similar image), it only looks out onto an illusion — it does not create a transparent effect that allows a viewer to see what is actually beyond the illusion. | ||
:Interacting with the illusion directly allows a saving throw as detailed above to notice that the illusion isn't real, but only if using a non-visual, or non-standard auditory sense. Note that [[Darkvision]] and [[Low-Light Vision]] are also not able to penetrate the illusion, since they are just improved versions of normal vision, seeing in the normal spectrums of light and darkness. Anyone noticing the lack of smell, taste, texture, or changes to temperature (if a real version of the illusion would normally produce such things), or anyone using a non-standard auditory sense (such as [[Echolocation]]) can make a saving throw to disbelieve the illusion. Those who succeed on the saving throw can perceive the reality of their surroundings as well as the illusion, but they know the illusion for the fake that it is. Those who fail are duped into believing the illusion is real. | |||
:In addition, the caster can construct the illusion such that the magic used to weave its fabric can 'ground out' through anyone who interacts with it without realizing it is an illusion. The conditions for this grounding must be described in some detail, and when these conditions are met, then all creatures, friend or foe, who are within 10 feet of the illusion's maximum affected area suffer {{Circle|1}} points of {{dmg|fictive}} damage, as the magic inflicts Unreality upon them. Once discharged, the illusion is dispelled. | :In addition, the caster can construct the illusion such that the magic used to weave its fabric can 'ground out' through anyone who interacts with it without realizing it is an illusion. The conditions for this grounding must be described in some detail, and when these conditions are met, then all creatures, friend or foe, who are within 10 feet of the illusion's maximum affected area suffer {{Circle|1}} points of {{dmg|fictive}} damage, as the magic inflicts Unreality upon them. Once discharged, the illusion is dispelled. |
Revision as of 15:53, 23 September 2019
- Level: Sorcerer/Wizard 2
- School: Illusion (figment)
Casting
- Casting Time: Standard Action, or the first attack of a Full Attack Action
- Components: V, S, M (A bit of fleece, fancifully woven, worth 1 gp.)
Effect
- Range: Long (200 ft. + 20 ft./lvl)
- Target or Area: One ten foot cube (a 2x2 area) per five caster levels
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: Will negates
Save DC: 10 + caster stat modifier + 1/2 caster level - Spell Resistance: No
Description
- This spell functions like Silent Image (Sorcerer/Wizard Spell), except that Minor Image is larger, and includes appropriate sounds but not understandable speech.
- The caster may expend a move action to move the image within the confines of its maximum space, in order to make the image appear to move naturally, or even react to any nearby creatures, if they wish. This may also include adjusting the sounds created by the illusion, though the wielder still cannot cause the illusion to speak intelligibly (or even haltingly). Charades and pantomiming are also impossible, as the illusion simply cannot react realistically enough to convey meaning usefully (beyond the truly obvious social clues like "this thing might bite me"). Of course, you can always create an illusion of a sign with writing on it, you just can't have the sign speak out its message to viewers.
- The illusion cannot be used for cover or concealment of any sort. The illusion cannot be terrain, such as a hill or wall. It cannot make a filled room appear empty, nor can it be used to create the image of massed piles of smaller objects. It can only create the illusion of a single object, such as a monster, a treasure chest, a fountain, or even a window. If used to create the image of a window (or some similar image), it only looks out onto an illusion — it does not create a transparent effect that allows a viewer to see what is actually beyond the illusion.
- Interacting with the illusion directly allows a saving throw as detailed above to notice that the illusion isn't real, but only if using a non-visual, or non-standard auditory sense. Note that Darkvision and Low-Light Vision are also not able to penetrate the illusion, since they are just improved versions of normal vision, seeing in the normal spectrums of light and darkness. Anyone noticing the lack of smell, taste, texture, or changes to temperature (if a real version of the illusion would normally produce such things), or anyone using a non-standard auditory sense (such as Echolocation) can make a saving throw to disbelieve the illusion. Those who succeed on the saving throw can perceive the reality of their surroundings as well as the illusion, but they know the illusion for the fake that it is. Those who fail are duped into believing the illusion is real.
- In addition, the caster can construct the illusion such that the magic used to weave its fabric can 'ground out' through anyone who interacts with it without realizing it is an illusion. The conditions for this grounding must be described in some detail, and when these conditions are met, then all creatures, friend or foe, who are within 10 feet of the illusion's maximum affected area suffer (Circle 1 damage): 1d6 points of damage per character level (max 4d6 at character level 4) points of fictive (energy, uncommon) damage, as the magic inflicts Unreality upon them. Once discharged, the illusion is dispelled.
- Examples of triggers for this effect include attempting to pick the lock on an illusory chest, or attacking an illusory monster, or even when the illusion is successfully disbelieved by a nearby creature (in such a case, any disbelieving creatures would be immune to the discharging effect, but any other creatures within range would be affected). The GM adjudicates all uses of this spell, and should have an eye toward rewarding clever play while remaining fair.
- This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.
Mana Burn Circle Damage
Spell Circle | Burn Cost | Req'd Char Level | Base Dice | Max Dice |
---|---|---|---|---|
0 | N/A | N/A | 1d4 per 2 character levels | max of 4d4 at character level 8 |
1 | N/A | 1st | 1d6 per character level | max of 4d6 at character level 4 |
2 | +1 | 3rd | 1d6 per character level | max of 6d6 at character level 6 |
3 | +1 | 5th | 1d6 per character level | max of 10d6 at character level 10 |
4 | +1 | 7th | 1d6+1 per character level | max of 12d6+12 at character level 12 |
5 | +1 | 9th | 1d6+1 per character level | max of 15d6+15 at character level 15 |
6 | +1 | 11th | 1d6+2 per character level | max of 16d6+32 at character level 16 |
7 | +1 | 13th | 1d6+2 per character level | max of 20d6+40 at character level 20 |
8 | +1 | 15th | 1d6+3 per character level | max of 21d6+63 at character level 21 |
9 | +1 | 17th | 1d6+3 per character level | max of 25d6+75 at character level 25 |
10 | +1 | 19th | 1d6+4 per character level | max of 25d6+100 at character level 25 |
11 | +1 | 21st | 1d6+5 per character level | max of 25d6+125 at character level 25 |
12 | +1 | 23rd | 1d6+6 per character level | max of 27d6+162 at character level 27 |
13 | +1 | 25th | 1d6+7 per character level | max of 27d6+189 at character level 27 |
14 | +1 | 27th | 1d6+8 per character level | max of 29d6+232 at character level 29 |
15 | +1 | 29th | 1d6+9 per character level | max of 29d6+261 at character level 29 |
16 | +1 | 31st | 1d6+10 per character level | max of 30d6+300 at character level 30 |
17 | +1 | 33rd | 1d6+11 per character level | max of 30d6+330 at character level 30 |
18 | +1 | 35th | 1d6+12 per character level | max of 30d6+360 at character level 30 |