Appendix I: New Spells

Monsters of Illusion

Monsters of Illusion

Author Kenneth "Axel" Carlsson
Publisher Reality Deviant Publications
Publish date 2005
OGL Section 15 rdpmoi

The material below is Open Game Content

Alluring Voices

Illusion (Pattern)[Mind-Affecting, Audible]
Level: Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Target: One living creature
Duration: 10 min/level
Saving Throw: Will disbelief
Spell Resistance: No

With this spell the caster creates four different phantasmal voices. The whispers and laughs form words in each person’s mind. Although the true nature of the magic only really affects one person, others will be able to hear the voices. The spell will randomly affect the first person encountered unless the caster specifies a target. The spell will find the target, if within range, or simply affect the first encountered person.

While the target is not compelled to follow the voices if he fails his save, the character believes the voices belong to someone familiar. Indeed, the intense familiarity of the voices (perhaps a loved one, or a deceased relative) makes it highly likely that the character will choose to follow them.
He takes a -2 penalty to checks to notice anything other than the voices. If he makes a successful save, the character attaches no personal relevance to the illusion, but can still choose to investigate their origins.


Baleful Illusion

Illusion (Pattern) [Mind-Affecting, Visual, Audible]
Level: Sor/Wiz 2
Components: V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Target: One illusionary foe
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: No

The caster creates an illusionary foe which threatens to attack any opponent within range as chosen by the caster.

If the attacker is unsuccessful in his Will save, he believes completely that he is being attacked by the creature created by the caster. Also, the attack will seem to be so fierce, so relentless that the character will believe he can do nothing but defend himself.

Because the illusion leaves such a strong imprint upon the target’s mind, the character cannot take any other action but total defense or move away from the illusion (which follows the character) at a full run. Every round the target gets a new saving throw at +1 until successful.

Material Component: Something from an enemy of the caster.


Betrayal’s Delusion

Illusion (Phantasm) [Mind-Affecting, Visual, Audible]
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft. /2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: Yes

When this spell is cast, the caster must succeed at a ranged touch attack. The victim makes a Will save, and if unsuccessful, the spell clouds the target’s mind, causing him to believe a companion has somehow betrayed him.

If the spell was cast outside of combat (perhaps the caster might be hidden nearby), the victim’s companion will likely act as if he doesn’t have a clue as to why the target of the spell is behaving the way he is. In the mind of the person who failed the save however, everything his companion does reinforces the illusion.

The target’s companion can make a diplomacy check (DC 25) to try and convince the victim of the spell that there is nothing underhanded going on. The victim of the spell should be considered hostile with regards to the length of time it takes to change the victim’s attitude.
Failing the diplomacy check indicates that the target’s companion didn’t change the victim’s attitude. A botch indicates that the companion actually made things worse for himself. The spell is broken if the victim’s companion (or other party members) manage to change the character’s attitude back to friendly.

If the characters are in combat, or combat results from botched diplomacy checks, the person affected by the illusion sees his companion making threatening gestures as if he or she were about to attack. The victim of the spell takes a -2 penalty to AC because his concentration is fixed on keeping track of the companion regardless of the dangers involved (I.E. other monsters or enemies in combat).
Also, the victim of the spell must make a Will save each round to avoid falling into a rage and attacking the companion until the spell ends or he is successful in killing his companion. The target will continue to attack the betrayer for as long as he is under the influence of the spell. If the victim’s companion makes no threatening gestures during combat, the victim of the spell gets a +2 bonus to will saves. If the victim’s companion dies, the spell also ends.


Confuse Tracks

Illusion (Figment)
Level: Drd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: Alter the tracks of the party
Duration: 1 hour/level
Saving Throw: Will disbelief
Spell Resistance: No

When this spell is cast the tracks left behind by the party are affected and altered. It is up to the caster to decide what the illusionary tracks will look like, but the caster must have some familiarity with the illusionary tracks for the spell to work.
The new tracks cannot affect anything greater than 10x10 foot area of dirt, small twigs and branches. Anyone who interacts or studies the tracks can get a saving throw to disbelieve.


Gruesome Appearance

Illusion (Pattern) [Mind-Affecting, Visual]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 min/level
Saving Throw: Will disbelief
Spell Resistance: Yes

This spell was created by a spiteful wizard named Arkelon the Craven who had no friends. He was highly unpopular, mostly because of his grotesque countenance. He was badly burned in a fire during childhood, but the people at the academy he went to cared nothign for that. Many of Arkelon’s fellow students would pick on him and make jabs about the wizard’s hideous face. Indeed, Arkelon was truly hideous. But even as an adolescent, he was a powerful wizard who eventually developed spells that would facilitate the revenge he had sought for so long.

This spell alters the appearance of any creature touched by the caster. The target will appear and sound gruesome and hideous to all onlookers. The target cannot see any differences however. The target’s Charisma is lowered by 10 to those who failed their saving throw, but can never go below 1.


Storytelling

Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: See text
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

The caster chants softly before beginning his tale and smoke appears where he wishes. When the smoke parts it reveals a small mirror that visualizes the tale as it is told.

This spell gives the caster a +2 competence bonus to any perform (storytelling) check made while this spell is in effect.

Material Component: A lock of hair from a young maiden.

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