School of Magic - Illusion: Difference between revisions

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(Created page with "The School of Enchanting focuses on enhancing the potential of your party's armory. == List of Spells == {| class="wikitable sortable" |+ !Grade !Name !Description !Casting time !Range !Duration !Focus !Voice !Meditate !Focusing !Heavy |- |1 |Arcane staff |Imbues your weapon with arcane energy, allowing you to add your Magic Modifier to your next next attack with that weapon. Instantly gain an Attack-Action after using this spell. Damage dealt with this weapon will be o...")
 
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The School of Enchanting focuses on enhancing the potential of your party's armory.
The School of Illusion focuses on distraction and deception. While often found in the skillset of criminally oriented people, Its main purpose is the show business, aka operas, theaters, street performers and more.


== List of Spells ==
== List of Spells ==
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!Focusing
!Focusing
!Heavy
!Heavy
|-
|0
|Prestidigitation
|Performs a small magical trick that can take on many forms.
* a small sensory effect like a breeze, a sound or a smell
* ignite or snuff out a small fireplace
* clean or dirty a small object
* make a small symbol appear on a surface
* create a small illusion of a tiny trinket
* make small object warmer or colder
|Spell-Action / Bonus-Action
|10 Meter
|At most 1 Minute
|No
|No
|No
|No
|No
|-
|-
|1
|1
|Arcane staff
|Summon Familiar
|Imbues your weapon with arcane energy, allowing you to add your Magic Modifier to your next next attack with that weapon. Instantly gain an Attack-Action after using this spell. Damage dealt with this weapon will be of the Arcane type, unless the weapon is already imbued by another element.
|Summons a spectral Famliiar of your choice that represents a small beast. It can move up to 100 meters away from you and will have one of the following abilities depending on the Familiar chosen:
 
* Bite: Bites the target for 1d4 Damage. (Attack-Action)
* Distract: Makes an distressed animalistic sound and attracts everyone curious around. (Action)
* Enweb: Webs the target in silk and prevents it from moving, unless it succeeds a Strength 8 check. (Action)
* Peck: Pecks at the target, causing them to become panicked for 1 turn unless they succeed a Wisdom 8 check. (Action)
|Spell-Action
|Spell-Action
|Self
|Self
|1 Turn
|1 Hour
|Yes
|Yes
|Yes
|Yes
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|-
|-
|2
|2
|Imbue Elements
|Projection
|Temporarily imbues a weapon with either Ice, Fire or Electric Damage. The weapons damage will be converted to this type of Damage.
|Displays a projection of a character or object of your choice at the target location. The more you know about the character or the object in question, the more convincing your projection will be. It can also mimic the voice of the character projected to make them appear to say something of your choice.
|Spell-Action
|Spell-Action
|20 Meter
|30 Meter
|1 Minute
|10 Minute
|Yes
|Yes
|Yes
|Yes
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|No
|No
|-
|-
|2
|3
|Drain Elements
|Disguise
|When attacked with a non Physical Attack, reduce the Damage by 50% and imbue a weapon of your choice with the element drained.  
|Makes you look like another character of the same race and gender. The more you know the other character, the more convincing your disguise will be. Your voice will also be altered to fit the character if you so choose.  
|Preparation
|Spell-Action
|Self
|Self
|1 Hour
|Yes
|Yes
|No
|No
|No
|-
|3
|Invisibility
|Makes a creature completely invisible to the naked eye. It can still be seen by Magic Vision. After the invisible creature takes an Attack- or Spell-Action, the Invisibility ends.
|Spell-Action
|20 Meter
|1 Minute
|1 Minute
|Yes
|Yes
|No
|Yes
|No
|No
|No
|No
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|-
|-
|4
|4
|Enhance Weapon
|Illusion
|Enchant a Weapon or Armor permanently with a +1 enchantment. Requires a small amount of Taelit. Only one such enhancement can be present on any weapon or armor.
|Places a permanent static Illusion at a position of your choice. This can be a character, a wall, a crate, or anything else that's smaller than a 5-meter cube. You can dismiss this Illusion at any point. You can only have one such Illusion at any given time.
|1 Hour
|1 Minute
|Touch
|5 Meter
|Permanent
|Permanent
|Yes
|Yes
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|-
|-
|5
|5
|Enchant Weapon
|Shadow Dome
|Enchant a Weapon permanently to add 1d4 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon.
|Place a 5-meter radius dome at the target location. Anyone within the dome will not be able to see past 1 meter.
Nachkraut: Necrotic Damage
|Spell-Action
Crimson Butterfly wings: Fire Damage
|20 Meter
Winterpine resin: Ice Damage
|1 Minute
Propellertoad tongue: Wind Damage
|Yes
Electric Eel slime: Electric Damage
|Yes
Pure Water: Water Damage
|No
Scarlet Water: Psychic Damage
|No
Lunar Stone: Lunar Damage
|No
Solar Stone: Solar Damage
|-
|1 Hoour
|5
|Touch
|Transform
|Permanent
|Makes you look like another character of another race and/or gender. The more you know the other character, the more convincing your disguise will be. Your voice will also be altered to fit the character if you so choose.
|Spell-Action
|Self
|1 Hour
|Yes
|Yes
|Yes
|Yes
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|-
|-
|6
|6
|Enhance Weapon +
|Advanced Invisibility
|Enchant a Weapon or Armor permanently with a +2 enchantment. Requires a good amount of Taelit. Only one such enhancement can be present on any weapon or armor.
|Makes a creature completely invisible to the naked eye. It can not be seen by Magic Vision. After the invisible creature takes an Attack- or Spell-Action, the spellcaster must make a Magic 6 check to keep the Invincibility up. This DC will increase by 1 every time the spellcaster must make the check.
|1 Hoour
|Spell-Action
|Touch
|20 Meter
|Permanent
|1 Minute
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|Yes
|No
|No
|-
|-
|7
|7
|Enchant Weapon +
|Mass Transform
|Enchant a Weapon permanently to add 1d8 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon.
|Makes you and any willing party member look like another character of another race and/or gender. The more you know the other character, the more convincing the disguise will be. The voice will also be altered to fit the character if you so choose. Every character transformed can have an individual disguise.
Nachkraut: Necrotic Damage
|Spell-Action
Crimson Butterfly wings: Fire Damage
|Self
Winterpine resin: Ice Damage
|1 Hour
Propellertoad tongue: Wind Damage
Electric Eel slime: Electric Damage
Pure Water: Water Damage
Scarlet Water: Psychic Damage
Lunar Stone: Lunar Damage
Solar Stone: Solar Damage
|1 Hoour
|Touch
|Permanent
|Yes
|Yes
|Yes
|Yes
|No
|No
|No
|No
|No
|-
|8
|Grand Acting
|All Charisma checks can now be made with two d20s.
|Spell-Action
|Self
|1 Hour
|Yes
|Yes
|No
|Yes
|No
|No
|}
|}
[[Category:Schools of Magic]]
{{CategorySchools}}
[[Category:Gameplay]]
{{CategoryGameplay}}

Latest revision as of 12:07, 4 April 2024

The School of Illusion focuses on distraction and deception. While often found in the skillset of criminally oriented people, Its main purpose is the show business, aka operas, theaters, street performers and more.

List of Spells

Grade Name Description Casting time Range Duration Focus Voice Meditate Focusing Heavy
0 Prestidigitation Performs a small magical trick that can take on many forms.
  • a small sensory effect like a breeze, a sound or a smell
  • ignite or snuff out a small fireplace
  • clean or dirty a small object
  • make a small symbol appear on a surface
  • create a small illusion of a tiny trinket
  • make small object warmer or colder
Spell-Action / Bonus-Action 10 Meter At most 1 Minute No No No No No
1 Summon Familiar Summons a spectral Famliiar of your choice that represents a small beast. It can move up to 100 meters away from you and will have one of the following abilities depending on the Familiar chosen:
  • Bite: Bites the target for 1d4 Damage. (Attack-Action)
  • Distract: Makes an distressed animalistic sound and attracts everyone curious around. (Action)
  • Enweb: Webs the target in silk and prevents it from moving, unless it succeeds a Strength 8 check. (Action)
  • Peck: Pecks at the target, causing them to become panicked for 1 turn unless they succeed a Wisdom 8 check. (Action)
Spell-Action Self 1 Hour Yes Yes No No No
2 Projection Displays a projection of a character or object of your choice at the target location. The more you know about the character or the object in question, the more convincing your projection will be. It can also mimic the voice of the character projected to make them appear to say something of your choice. Spell-Action 30 Meter 10 Minute Yes Yes No No No
3 Disguise Makes you look like another character of the same race and gender. The more you know the other character, the more convincing your disguise will be. Your voice will also be altered to fit the character if you so choose. Spell-Action Self 1 Hour Yes Yes No No No
3 Invisibility Makes a creature completely invisible to the naked eye. It can still be seen by Magic Vision. After the invisible creature takes an Attack- or Spell-Action, the Invisibility ends. Spell-Action 20 Meter 1 Minute Yes Yes No No No
4 Illusion Places a permanent static Illusion at a position of your choice. This can be a character, a wall, a crate, or anything else that's smaller than a 5-meter cube. You can dismiss this Illusion at any point. You can only have one such Illusion at any given time. 1 Minute 5 Meter Permanent Yes Yes No No No
5 Shadow Dome Place a 5-meter radius dome at the target location. Anyone within the dome will not be able to see past 1 meter. Spell-Action 20 Meter 1 Minute Yes Yes No No No
5 Transform Makes you look like another character of another race and/or gender. The more you know the other character, the more convincing your disguise will be. Your voice will also be altered to fit the character if you so choose. Spell-Action Self 1 Hour Yes Yes No No No
6 Advanced Invisibility Makes a creature completely invisible to the naked eye. It can not be seen by Magic Vision. After the invisible creature takes an Attack- or Spell-Action, the spellcaster must make a Magic 6 check to keep the Invincibility up. This DC will increase by 1 every time the spellcaster must make the check. Spell-Action 20 Meter 1 Minute Yes Yes No Yes No
7 Mass Transform Makes you and any willing party member look like another character of another race and/or gender. The more you know the other character, the more convincing the disguise will be. The voice will also be altered to fit the character if you so choose. Every character transformed can have an individual disguise. Spell-Action Self 1 Hour Yes Yes No No No
8 Grand Acting All Charisma checks can now be made with two d20s. Spell-Action Self 1 Hour Yes Yes No Yes No