Illusion
Forge reality
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 |
Scaling
Level 1:
- Conjure a silent illusion (image or audio only).
- Requires concentration (at least 1 tick per round) to maintain.
- The illusion can move within its size zone.
Level 3:
- Conjure an illusion that combines image and audio
- Lasts rounds/level without concentration.
- The illusion can move across two size zones.
Level 5:
- Conjure an illusion that includes all senses (heat, smell, audio, image).
- Lasts minutes/level without concentration.
- The illusion can move across 4 size zones.
Level 7:
- The illusion lasts hours/level.
- Can be programmed to interact and report one event back to the caster.
- The illusion can move across 8 size zones.
Level 9:
- The illusion is permanent.
- Acts as a spy, reporting once per day to the caster.
- The illusion can move across 16 size zones.
Level 10:
- The illusion is permanent and feels solid when touched (but cannot deal damage), making it harder to detect (Will Disbelief is the only thing that beats it)
- Can report continuously to the caster.
- The caster can maintain one reporting illusion per intelligence point.
- The illusion can move across a 10-kilometer-wide zone.