Minor Illusion: Difference between revisions

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''[[Arcane]] Spell, Illusory''  
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== <big>'''Minor Illusion'''</big> ==
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|''[[Arcane]] Spell, Illusory''
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|'''APC:''' 3
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|'''SPC:''' 6
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|'''Range:''' 60 ft
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|'''Requires:''' Visual, Line of Effect
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|'''Duration:''' Up to 1 minute
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!Spell Description
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|Choose a point within range to create a sensory illusion. This illusion can be visual, auditory, or olfactory, or any combination of the three. If visual, it cannot be larger than 10 cubic ft.
On each of your turns after you cast the spell, you may spend AP to move the illusion or to create a new illusion. This costs 1 AP per sense (for example: 1 for visual, 2 for visual and auditory, or 3 AP for all 3 senses). You may move the illusion up to 30 ft, and it must stay within range of this spell.


'''APC:''' 3
If you start a new illusion, your previous illusion ends.


'''SPC''': 6
You may dismiss all of your illusions and end the spell for free.


'''Range''': 60 ft
If you do not spend AP on your illusion, then it idles and acts in a manner befitting the illusion. For example, if you create an illusory [[Trollkin]] with a battle axe and spend no AP on it, it will idly swing its axe around but will not make overtly intelligent or threatening moves.


'''Requires:''' Visual, Line of Effect
A creature can determine that your illusion is in fact illusory after interacting with it directly (such as attacking it) or by making an INT check against a DC of 10 + your magic attribute.
 
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'''Duration:''' Up to 1 minute
!Upcharge
 
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Choose a point within range to create a [[Sensory Illusion|sensory illusion]]. This illusion can be visual, auditory, or olfactory, or any combination of the three. If visual, it cannot be larger than 10 cubic ft.
|'''Upcharge:''' +20 ft range per +3 SP
 
On each of your turns after you cast the spell, you may spend AP to move the illusion or to create a new illusion. This costs 1 AP per sense (for example: 1 for visual, 2 for visual and auditory, or 3 AP for all 3 senses). You may move the illusion up to 30 ft, and it must stay within range of this spell.
 
If you start a new illusion, your previous illusion ends. You may dismiss all of your illusions and end the spell for free. If you do not spend AP on your illusion, then it idles and acts in a manner befitting the illusion. For example, if you create an illusory [[Trollkin]] with a battle axe and spend no AP on it, it will idly swing its axe around but will not make overtly intelligent or threatening moves.
 
A creature can determine that your illusion is in fact illusory after interacting with it directly (such as attacking it) or by making an INT check against a DC of 10 + your magic attribute.  
 
'''Upcharge:''' +20 ft range per +3 SP


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[[Arcane Spells|[Back to Arcane Spells]]]
[[Arcane Spells|[Back to Arcane Spells]]]

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