Forge reality
Illusion
Action: Standard
Components: V,S,M
Duration: See text
Spell Lists: Arcane,Divine,Nature,Psychic
Levels: 1,3,5,7,9,10
Counters: Will disbelief (if interacted with)
Range: long
Illusion is a foundational spell that allows a sorcerer to temporarily redefine reality using the power of imagination. The caster can create convincing illusions, such as a wall to hide behind or a group of charging cavalry to scare away wild beasts. These illusions can move within their creation zone but cannot leave it.
At higher levels, Illusions become significantly more powerful. They can move beyond their initial zone, speak, respond to questions, monitor areas, and report back to the caster. This programming can be changed if the caster comes within range of his illusion and concentrates for two ticks to change the programming.
Creatures that interact with an illusion must make a Will save to realize it's not real. For example, hearing a sound from an illusion or seeing an illusory wall triggers a Will save. However, if a creature physically interacts with the illusion (e.g., tries to touch it), the illusion is automatically discerned as false, and the Will save is considered successful.
High-level spy illusions can see, hear, and smell with senses equivalent to the caster's perception abilities.
GM Note:
To maintain the integrity of illusion spells, GMs should secretly roll
Will saves for players when they interact with illusions. This prevents
metagaming and preserves the spell's effectiveness.
Illusion Size Scaling:
Caster Level | Illusion Size |
---|---|
CL 1-5 | Medium |
CL 6-10 | Large |
CL 11-15 | Huge |
CL 16-20 | Gargantuan |
CL 21+ | Colossal |
Level 1:
Level 3:
Level 5:
Level 7:
Level 9:
Level 10: