AD&D 2nd Edition

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Tag Archives: Illusion/Phantasm


Programmed Illusion

Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: 20 ft cube + 10 ft cube/level
Saving Throw: Special

This spell creates a spectral force spell that activates upon command or when a specific condition occurs. The illusion has visual, auditory, olfactory, and thermal elements. It can be of any object, creature, or force, as long as it remains within the boundaries of the spell’s area of effect. The occurrence that begins the illusion can be as general or as specific and detailed as desired, such as the following: “Begin only when a venerable female human carrying a sack of groat clusters sits crosslegged within one foot of this spot”. Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 12th level wizard can command the programmed illusion to occur at a maximum encounter range of 60 yards. A programmed illusion cannot distinguish invisible creatures, nor alignment, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word. The spell lasts until the illusion occurs; thus, the spell duration is variable. The illusion will last for a maximum of one round per level of the spellcaster. Creatures that attempt to disbelieve the illusion gain a saving throw vs. spell and, if successful, see it for what it is and add +4 bonuses to associates’ saving throws, if this knowledge can be communicated effectively. Creatures not sensing the spell effect are immune until they become aware of it. The illusion is subject to a dispel magic spell. The material component of the spell is a bit of fleece.

Permanent Illusion

Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: 20 ft cube + 10 ft cube/level
Saving Throw: Special

When this spell is cast, the wizard creates an illusion with visual, auditory, olfactory, and thermal elements. The spell can create the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. It affects all creatures that view the illusion, even to the extent of them suffering damage from falling into an illusory pit full of sharp spikes. Creatures that attempt to disbelieve the illusion gain a saving throw vs. spell and, if successful, they see it for what it is and add +4 bonuses to associates’ saving throws, if this knowledge can be communicated effectively. Creatures not sensing the spell effect are immune until they become aware of it. The permanent illusion is subject to a dispel magic spell, of course. The material component of the spell is a bit of fleece.

Mislead

Range: 10 yards
Components: S
Duration: 1 rd/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

When a mislead spell is cast by the wizard, he actually creates an illusory double at the same time that he is cloaked by improved invisibility magic (see the 4th level spell). The wizard is then free to go elsewhere while his double seemingly moves away. The spell enables the illusion of the wizard to speak and gesture as if it were real, and there are full olfactory and touch components as well. A true seeing spell or a gem of seeing will reveal the illusion for what it is. A detect invisibility or true seeing spell or items such as a gem of seeing or robe of eyes can detect the invisible wizard (see the 5th level wizard spell shadow door).

Mirage Arcana

Range: 10 yards/level
Components: V, S (M optional)
Duration: Special
Casting Time: Special
Area of Effect: 10 ft/level radius
Saving Throw: None

The magic of this spell is similar to that of the vacancy spell, only more powerful and elaborate. The spell enables the caster to make an area appear to be something other than it is-a setting he has personally seen. The spell remains as long as the caster maintains a minimal concentration upon it. Even after this, the spell persists for a total of one hour plus one additional turn for each experience level of the caster. (Note: Minimal concentration can be maintained during normal conversation but not while spellcasting, in melee, or if harmed by an attack.) If the caster actually uses a small bit of anything connected with the place to create this spell, it takes on a quasi reality. In its basic form, forceful contact is necessary to have any hope of discovering the magic, short of a detection device or spell. In its more complex form, where a material component is used, detection is possible only by some magical means, whether device, item, or spell. Either form of mirage arcana is subject to the dispel magic spell. As with all powerful illusions, the mind of the believer urges appropriate effects upon the view’s body. Under the influence of the spell, the viewer could possibly walk across a bed of hot coals thinking it was a shallow stream of water that was cooling his feet (And thus suffer no damage), dine upon imaginary food and actually be satisfied, or rest comfortably upon a bed of sharp stones, thinking it a featherbed. Gravity is not affected by the spell, however, so an envisioned bridge spanning a deep chasm does not support the believer. Those who witness the event see it as a sudden disappearance of the individual. They do not connect it with an illusion unless they are otherwise aware of some magic at work.

Eyebite

Range: 20 yards
Components: V, S
Duration: 1 round/3 levels
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

An eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word to cause an effect. This gaze attack is in addition to any other attacks allowed to the wizard. The wizard selects one of four possible gaze attacks at the time the spell is cast, and this attack cannot be changed. For example, a 12th level caster who chose fear would have four opportunities to make gaze attacks causing fear, one for each round of the spell’s duration. Any gaze attack is negated by a successful saving throw vs. spell, with Wisdom adjustments. The four effects of the spell are as follows: Charm: The wizard can charm a single person or monster by gaze and by uttering a single word. The effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point of personal danger. It is otherwise the same as a charm monster spell. All creatures other than humans, demihumans, and humanoids save with +2 bonuses. Fear: The wizard can cause fear by gaze and by speaking a single word. The subject flees in blind terror for 1d4 rounds. After this, the creature refuses to face the caster and cowers or bolts for the nearest cover if subsequently confronted by the caster (50% chance of either). The latter effect lasts one turn per caster level. This attack can be negated by spells that counter fear. Sicken: This power enables the caster to merely gaze, speak, a word, and cause sudden pain and fever to sweep over the subject’s body. Creatures with ability scores function at half effectiveness; others inflict only one-half damage with physical attacks. Movement is at one half normal rate. The subject remains stricken for one turn per level of the caster, after which all abilities return at the rate of one point per turn of complete rest or one point per hour of moderate activity. The effects cannot be negated by a cure disease or heal spell, but a remove curse or successful dispel magic spell is effective. Creatures other than humans, demihumans, and humanoids save with +2 bonuses verses this attack. Sleep: The wizard can cause any individual to fall into a comatose slumber by means of a gaze and a single word, unless the subject successfully rolls its saving throw vs. spell. Creatures normally subject to a 1st level sleep spell save with -2 penalties. An affected creature must be shaken or otherwise shocked back to consciousness. In all cases, the gaze attack has a speed factor of 1. This spell does not affect undead of any type, or extend beyond the plane occupied by the caster. Note that the caster is subject to the effects of his reflected gaze and is allowed any applicable saving throw. In the case of a reflected charm gaze, the caster is paralyzed until it wears off or is countered.

Demishadow Magic

Range: 60 yards + 10 yards/level
Components: V, S
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: Special

This spell is similar to the 5th level shadow magic spell, but this spell enables the casting of partially real 4th and 5th level evocations (cone of cold, wall of fire, wall of ice, cloudkill, etc). If recognized as demishadow magic (if a saving throw vs. spell is successful), damaging spells inflict only 40% of normal damage, with a minimum of 2 points per die of damage. A demishadow magic cloudkill slays creatures with fewer than 2 Hit Dice and inflicts 1d2 points of damage per round.

Shadow Magic

Range: 50 yds + 10 yds/level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Special

The shadow magic spell enables the wizard to tap energy from the Demiplane of Shadow to cast a quasi-real wizard evocation spell of 3rd level or less. For example, this spell can be magic missile, fireball, lightning bolt, or so on, and has normal effects upon creatures in the area of effect if they fail their saving throws vs. spell. Thus, a creature failing to save against a shadow magic fireball must roll another saving throw. If the latter roll is successful, the creature suffers half the normal fireball damage; if the roll is not successful, the creature suffers full normal fireball damage. If the first saving throw was successful, the shadow magic nature is detected and only 20% of the rolled damage is received (rounding down below fractions below 0.4 and rounding up fractions of 0.4 and above).

Shadow Door

Range: 10 yds
Components: S
Duration: 1 rd/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this “door” and disappear. In reality, he has darted aside and can flee, totally invisible, for the spell duration. Creatures viewing this are deluded into seeing or entering an empty 10 foot x 10 foot room if they open the “door”. A true seeing spell, a gem of seeing, or similar magical means can discover the wizard. Certain high Hit Dice monsters might also notice the wizard (see the invisibility spell), but only if making an active attempt to do so.

Seeming

Range: 10 ft radius
Components: V, S
Duration: 12 hrs
Casting Time: 5
Area of Effect: 1 person/2 levels
Saving Throw: None

This spell enables the caster to alter the appearance of one person for every two levels of experience he has attained. The change includes clothing and equipment. The caster can make the recipients appear as any generally man-shaped bipedal creature, each up to 1 foot shorter or taller than his normal height, and thin or fat or in between. All those affected must resemble the same general type of creature: human, orc, ogre, etc. Each remains a recognizable individual. The effect fails for an individual if the illusion chosen by the caster cannot be accomplished within the spell parameters (for example, a halfling could not be made to look like a centaur, but he might be made to look like a short, young ogre). Unwilling persons receive saving throws vs. spell to avoid the effect. Affected persons resume their normal appearances if slain. The spell is not precise enough to duplicate the appearance of a specific individual.

Major Creation

Range: 10 yds
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

Like the minor creation spell, the major creation spell enables the wizard to pull wisps of material from the Demiplane of Shadow to create an item of nonliving, vegetable nature-soft goods, rope, wood, etc. The wizard can also create mineral objects-stone, crystal, metal, etc. The item created cannot exceed 1 cubic foot per level of the spellcaster in volume. The duration of the created item varies with its relative hardness and rarity:

Vegetable matter    2 hours/level
Stone or crystal 1 hour/level
Precious metals 2 turns/level
Gems 1 turn/level
Mithral* 2 rounds/level
Adamantite 1 round/level
*Includes similar rare metals.

Attempting to use any of these as material components in a spell will cause the spell to fail. The spellcaster must have at least a tiny piece of matter of the same type as the item he plans to create-a bit of twisted hemp to create rope, a chip of stone to create a boulder, and so on.