Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
4 new spells for arcane journalists
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="billking" data-source="post: 74586" data-attributes="member: 2101"><p>Stuff from my vault for the illusionist (both 8th level, sorry)...</p><p></p><p><em>Conversation </em></p><p>Illusion (Phantasm) [Mind-Affecting] </p><p>Level: Sor/Wiz 8 </p><p>Components: V, S </p><p>Casting Time: 1 action </p><p>Range: Unlimited </p><p>Target: Personal </p><p>Duration: See text </p><p>Saving Throw: None </p><p>Spell Resistance: Yes </p><p></p><p>Conversation establishes a link between two creatures, after which visual and auditory representations appear before both, allowing them to converse as if in the same room. </p><p>The spell is initiated by the character sending a special message revealing his* identity and a telepathic message informing the subject of his intent to speak and instructing him to concentrate to initiate the illusion. If the subject does not immediately answer this message, the character can continue sending this message, once per round, by maintaining concentration. </p><p>Once the subject answers the call, a phantasmal duplicate of the character appears in front of the subject and vice versa. The phantasms mimic the actions of the creature they represent, including visual, auditory, olfactory, thermal and even tactile elements, allowing each illusion to push, pull, or possibly even injure the other creature. The phantasms include gear and held objects; when objects are released, they dissappear from the phantasm. After the phanstasms appear, concentration is no longer required to maintain the spell. Either creature may will to break this link at any time, ending the spell; this is a nonaction action. </p><p>Across planes, conversation has a 1% cumulative chance to fail each round, ending the spell. (A roll of 1 first round, a roll of 1 or 2 second round, 1-3 third round, etc.) </p><p></p><p><em>False Demise</em></p><p></p><p>Illusion (Figment) [Teleportation]</p><p>Level: Sor/Wiz 8</p><p>Components: V, S</p><p>Casting Time: 1 action + concentration (see text)</p><p>Range: Personal</p><p>Target/Effect: The character (and his or her equipment)/one illusory double</p><p>Duration: Instantaneous/concentration + 3 rounds (see text)</p><p>Saving Throw: None/Will disbelief (illusory component only)</p><p>Spell Resistance: No</p><p></p><p>As teleport, except this spell also creates an illusory double of the caster at the same instant the the character teleports away. This illusion contains visual, auditory, olfactory and thermal elements, and although it does not take any actions, it reacts to blows as normal, including bleeding and death.</p><p></p><p>After spending one round casting the spell, the character teleports and the illusion is created. The character must then spend additional time concentrating on the illusion. As long as the character concentrates, the illusion continues to react normally to blows. When the character stops concentrating, the illusion falls to the ground (slowly or quickly, depending upon the situation), goes into death throes, and seems to implode in a flash of bright light, ignites into flames and burns to a crisp, or some other dramatic death, as the caster decides. (Generally casters choose a death that leaves no remains, as the the sudden dissappearance of remains when the illusion ends would be suspicious; although such dramatic deaths are sometimes suspicious in and of themselves.) The death scene cannot last longer than 3 rounds, although the characer may have the illusion fall to the ground as if wounded before then (while concentrating). While dying, the illusion does not react to its surroundings.</p><p></p><p>A false demise spell does not allow the caster to sense or determine the situation after teleporting away from it, although a concentrating caster knows when, how, and where the illusion is struck.</p><p></p><p>Any mishap in the teleportation component of the spell causes the illusory component to fail in a similar way. For example, an "off target" teleportation causes the illusion to appear near the caster as opposed to exactly where the caster was, while a "similar area" teleportation makes an illusory double that looks similar to, but noticeably different than, the character.</p></blockquote><p></p>
[QUOTE="billking, post: 74586, member: 2101"] Stuff from my vault for the illusionist (both 8th level, sorry)... [i]Conversation [/i] Illusion (Phantasm) [Mind-Affecting] Level: Sor/Wiz 8 Components: V, S Casting Time: 1 action Range: Unlimited Target: Personal Duration: See text Saving Throw: None Spell Resistance: Yes Conversation establishes a link between two creatures, after which visual and auditory representations appear before both, allowing them to converse as if in the same room. The spell is initiated by the character sending a special message revealing his* identity and a telepathic message informing the subject of his intent to speak and instructing him to concentrate to initiate the illusion. If the subject does not immediately answer this message, the character can continue sending this message, once per round, by maintaining concentration. Once the subject answers the call, a phantasmal duplicate of the character appears in front of the subject and vice versa. The phantasms mimic the actions of the creature they represent, including visual, auditory, olfactory, thermal and even tactile elements, allowing each illusion to push, pull, or possibly even injure the other creature. The phantasms include gear and held objects; when objects are released, they dissappear from the phantasm. After the phanstasms appear, concentration is no longer required to maintain the spell. Either creature may will to break this link at any time, ending the spell; this is a nonaction action. Across planes, conversation has a 1% cumulative chance to fail each round, ending the spell. (A roll of 1 first round, a roll of 1 or 2 second round, 1-3 third round, etc.) [i]False Demise[/i] Illusion (Figment) [Teleportation] Level: Sor/Wiz 8 Components: V, S Casting Time: 1 action + concentration (see text) Range: Personal Target/Effect: The character (and his or her equipment)/one illusory double Duration: Instantaneous/concentration + 3 rounds (see text) Saving Throw: None/Will disbelief (illusory component only) Spell Resistance: No As teleport, except this spell also creates an illusory double of the caster at the same instant the the character teleports away. This illusion contains visual, auditory, olfactory and thermal elements, and although it does not take any actions, it reacts to blows as normal, including bleeding and death. After spending one round casting the spell, the character teleports and the illusion is created. The character must then spend additional time concentrating on the illusion. As long as the character concentrates, the illusion continues to react normally to blows. When the character stops concentrating, the illusion falls to the ground (slowly or quickly, depending upon the situation), goes into death throes, and seems to implode in a flash of bright light, ignites into flames and burns to a crisp, or some other dramatic death, as the caster decides. (Generally casters choose a death that leaves no remains, as the the sudden dissappearance of remains when the illusion ends would be suspicious; although such dramatic deaths are sometimes suspicious in and of themselves.) The death scene cannot last longer than 3 rounds, although the characer may have the illusion fall to the ground as if wounded before then (while concentrating). While dying, the illusion does not react to its surroundings. A false demise spell does not allow the caster to sense or determine the situation after teleporting away from it, although a concentrating caster knows when, how, and where the illusion is struck. Any mishap in the teleportation component of the spell causes the illusory component to fail in a similar way. For example, an "off target" teleportation causes the illusion to appear near the caster as opposed to exactly where the caster was, while a "similar area" teleportation makes an illusory double that looks similar to, but noticeably different than, the character. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
4 new spells for arcane journalists
Top