Major Illusion: Difference between revisions
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|Choose a number of points within range equal to or less than your magic attribute to create sensory illusions. These illusions can each be any combination of visual, auditory, olfactory, or tactile. The visual dimensions of a single illusion cannot exceed 40 | |Choose a number of points within range equal to or less than your magic attribute to create sensory illusions. These illusions can each be any combination of visual, auditory, olfactory, or tactile. The visual dimensions of a single illusion cannot exceed 40 ft<sup>3</sup>. | ||
On each of your turns after you cast the spell, you may spend 1 AP to move an illusion or to create a new illusion. You may move an illusion up to 30 ft, and it must stay within range of this spell. | On each of your turns after you cast the spell, you may spend 1 AP to move an illusion or to create a new illusion. You may move an illusion up to 30 ft, and it must stay within range of this spell. | ||
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You may dismiss all of your illusions and end the spell for free. | You may dismiss all of your illusions and end the spell for free. | ||
If you do not spend AP on an illusion, then it idles and acts in a manner befitting the illusion. For example, if you create an illusory | If you do not spend AP on an 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, but a creature making such a check must roll 2d20 and use the lower. | 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, but a creature making such a check must roll 2d20 and use the lower. | ||
Alternatively, you can use Major Illusion to project the contents of an [[Unerring Sphere]], but the illusion becomes semi translucent and obviously a | Alternatively, you can use Major Illusion to project the contents of an [[Unerring Sphere]], but the illusion becomes semi translucent and obviously a projection. | ||
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!Upcharge | !Upcharge | ||
Revision as of 13:00, 28 June 2024
Major Illusion |
| Arcane Spell, Illusory |
| APC: 3 |
| SPC: 32 |
| Range: 600 ft |
| Requires: Visual, Line of Effect |
| Duration: Up to 10 minutes |
| Spell Description |
|---|
| Choose a number of points within range equal to or less than your magic attribute to create sensory illusions. These illusions can each be any combination of visual, auditory, olfactory, or tactile. The visual dimensions of a single illusion cannot exceed 40 ft3.
On each of your turns after you cast the spell, you may spend 1 AP to move an illusion or to create a new illusion. You may move an illusion up to 30 ft, and it must stay within range of this spell. If you start a new illusion that exceeds your magic attribute, a previous illusion of your choice ends. You may dismiss all of your illusions and end the spell for free. If you do not spend AP on an 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, but a creature making such a check must roll 2d20 and use the lower. Alternatively, you can use Major Illusion to project the contents of an Unerring Sphere, but the illusion becomes semi translucent and obviously a projection. |
| Upcharge |
| Upcharge: +5 minutes per +8 SP |