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Illusion (divine)

By: TFW on Jun 14th, 2012  |  syntax: None  |  size: 4.28 KB  |  hits: 24  |  expires: Never
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  1. Pleasant Visage
  2. Illusion (Glamor) [Ectomancy]
  3. Level: Brd 1, Clr 1, Sor/Wiz 1
  4. Components: V, S
  5. Casting Time: 1 action
  6. Range: Touch
  7. Target: One ghost
  8. Duration: 24 hours
  9. Saving Throw: Will negates (harmless)
  10. Spell Resistance: Yes (harmless)
  11. You disguise the wounds of a ghost who has a disturbing, repulsive, or gruesome appearance, making it appear completely normal (although still a ghost). The spell does not change the ghost’s features or disguise it in any way; it conceals the manner of the ghost’s death so that it can walk about in polite society.
  12.  
  13. BEWILDERING SUBSTITUTION
  14. Illusion (Phantasm) [Mind-Affecting]
  15. Level: Adept 2, cleric 2, shugenja 2
  16. Components: V, S, DF
  17. Casting Time: 1 standard action
  18. Range: Close (25 ft. + 5 ft. /2 levels)
  19. Target: One living creature
  20. Duration: 1 round/level
  21. Saving Throw: Will negates
  22. Spell Resistance: Yes
  23. You channel the mockery of the trickster deities to sow dissension among your opponents.
  24. By casting this spell, you cause the subject to believe that one ally and one enemy have traded places. The ally physically closest to the subject now seems to have the appearance, voice, clothing, and gear of its nearest enemy, and that enemy looks and sounds exactly like the subject's nearest ally. Both the ally and the enemy must be within the spell's range, and the effect ends immediately if either moves out of its range from you. The illusion affects only the subject.
  25.  
  26. BEWILDERING VISIONS
  27. Illusion (Phantasm) [Mind-Affecting]
  28. Level: Adept 2, cleric 2, shugenja 2
  29. Components: V, S, DF
  30. Casting Time: 1 standard action
  31. Range: Close (25 ft. + 5 ft/2 levels)
  32. Target: One living creature
  33. Duration: 1 round/level
  34. Saving Throw: Will negates
  35. Spell Resistance: Yes
  36. You channel mischievous divine energy to envelop your foe in sickened disorientation.
  37. This spell makes the world appear to be tossing and rippling in a nauseating manner. The subject is sickened for the duration of the spell and must make a Fortitude save or be nauseated. This saving through must be repeated each round.
  38.  
  39. DOOMTIDE
  40. Illusion (Pattern)
  41. Level: Cleric 4
  42. Components: V, S, DF
  43. Casting Time: 1 standard action
  44. Range: 80 ft.
  45. Effect: Eight 10-ft. cubes extending from the caster’s location
  46. Duration: 1 round/level
  47. Saving Throw: Will negates
  48. Spell Resistance: Yes
  49. You fill an area with illusory black, creeping mist that vaguely resembles thousands of slender grasping tentacles. You and one creature you touch are immune to the effects of this spell and can see through it without difficulty. When you cast the spell, you decide if the effect remains stationary or moves away from you at a rate of 10 feet per round. The mist obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
  50. A moderate wind (11+ mph) disperses the doomtide in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round.
  51. Furthermore, creatures within its area must make Will saves or be dazed for as long as they remain in the cloud. The spell does not function underwater.
  52.  
  53. False Sending
  54. Illusion (Glamor)
  55. Level: Clr 5, Sor/Wiz 6
  56. Components: V, S, M/DF
  57. Casting Time: 10 minutes
  58. Range: See text
  59. Target: One creature
  60. Duration: 1 round (see text)
  61. Saving Throw: Will negates
  62. Spell Resistance: Yes
  63. The caster contacts a particular creature with whom she is familiar and sends a short message of twenty-five words or less to the subject. The subject is convinced that the sender of the message is someone other than the caster, as specified by the caster. The caster must be also familiar with the false sender. The subject can answer in like manner immediately.
  64. Creatures with Intelligence scores as low as 1 can understand the sending, though a subject’s ability to react is limited normally by its Intelligence. Even if the sending is received, the subject creature is not obligated to act upon it in any manner.
  65. If the creature in question is not on the same plane of existence as the caster, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably, at the option of the DM.)
  66. Arcane Material Component: A short piece of corroded copper wire.