Magic/Spells/Project

Keywords: Illusion; Light

Prerequisites: Fire(Essence) Affinity

Target: One Illusionary Object

Duration: Concentration or 1 minute per BCB (see description)

Range: Close

Action: 4 AP

Saving Throw: Mental (see text)

Spell Resistance: No

Description: You project a simple illusion of light and sound which you may maintain or make alterations to for as long as you continue to concentrate, or you may spend a spell point to allow it to continue without concentration for up to 1 minute per BCB.

This illusion can create a medium sized object or creature (or 2 small sized objects or creatures, or 4 tiny sized objects or creatures, and so on) somewhere within range, with limited ability to move. The illusion remains in the space it was created but may move around within it to seem more realistic (such as a chicken pecking at the ground). You may command the illusion to move up to 30 feet as a 2 AP action (if you created multiple creatures or objects that were not part of a grouping, such as a swarm, you must command each separately). The maximum size of the illusion increases to large (or 2 medium sized, and so on) at 4 BCB, and by an additional size category every 4 BCB thereafter.

Illusionary creatures can be given simple behaviors to repeat, or can repeat up to a single sentence, and both of these patterns can be set to activate on a trigger (such as someone entering a room). Illusionary objects can appear lifelike but are restricted to simple designs such as a tree, rock, or building, and don’t cast shadows.

You may see through your own illusions, but other creatures cannot unless they first recognize them as fake. A creature that successfully saves against an illusion sees it as a hazy representation of what it was, and is able to see through it even if it would normally block sight, but the partially visible illusion still grants concealment to creatures and objects covered by it.

Any creature that interacts with the illusion is entitled to a Mental saving throw to recognize it as a fake. A creature interacts with an illusion (for the purpose of determining whether it is entitled to a save) if it touches it (such as walking onto an illusionary floor), successfully attacks it (such as ambushing an illusionary guardsman), is successfully attacked by it (such as being rolled over by an illusionary boulder), or attempts to engage with it through a skill check other than Perception (such as attempting to fish in an illusionary lake or trying to gather information from an illusionary guard captain).

A creature gains a +5 bonus on a save to disbelieve any illusion that it is already suspicious of, a +10 bonus against illusions that are implausible to believe, and a +15 bonus if it is already aware of the illusion (such as by another creature pointing it out).

When you cast this spell you may decide whether your allies recognize the illusion as a fake.

Complex Illusion
Prerequisite: Project, Wind Affinity

Benefit: You may create more complex illusions, including creatures that move on their own in complex patterns (such as a stampede of bison), speak naturally (such as a town crier), and objects that have moving or mechanical parts (such as a steam engine). When you create an illusion, you may give it a pre-set movement pattern that it follows even without your direct control. You may change this pattern as a 2 AP action. Additionally, the illusions can engage in more complex dialogue, responding to simple questions with predetermined answers. Creatures that engage with a complex illusion through a skill check (that does not involve touch) are no longer automatically entitled to a Mental save.

Lasting Deception
Prerequisite: Project

Benefit: Your Project spell lasts for 2 additional rounds after you cease concentration. When spending a spellpoint to allow it to last without concentration the illusion lasts for 1 hour per BCB.

Frightening Illusion
Prerequisite: Project

Benefit: You may spend an additional spell point to add a terrifying aspect to your projections. Any creature within 50 feet + 5 feet per BCB of the illusion that does not recognize the illusion as a fake is subject to a Mental save attack, on a success the creature gains the Shaken condition for 1d4+1 rounds, plus an additional round per 5 BCB. Success or failure, once a creature has been affected by this talent it does not need to make another save until it loses sight of the illusion for at least 1 minute. A creature need only make 1 save, even if your illusion is divided into multiple parts. This is a fear effect.

Project Touch
Prerequisite: Project, Cold or Fire Affinity

Benefit: You may spend an additional spell point to fortify your illusions with magical force, allowing your projections to fool the sense of touch, including temperature. Creatures will no longer willingly be able to pass through your illusions unless they are already aware of them, and a creature that is entitled to a Mental save from directly touching the illusion takes a -5 penalty on that save. This penalty increases to -10 at 10 BCB.

Project Pain
Prerequisite: Project, Project Touch

Benefit: You may spend an additional spell point to allow your illusions which can fool the sense of touch to also inflict pain. Illusions that create dangerous terrain (such as a spiked floor, a burning building, or a ceiling dripping acid) inflict nonlethal damage equal to your BCB each round that a creature occupies one of those dangerous spaces, or when such a creature passes through that space. A creature that would take damage from your illusion is entitled to a save against it. Creatures that recognize the illusion as a fake do not take this damage, but retain any nonlethal damage they had previously taken.