Saturday, November 16, 2019

Elder Scrolls GLOG: School of Illusion

Practitioners of Illusion manipulate the senses of men and mer with light and sound. They create false sounds, block out a foe's vision, enhance their own senses, and even confuse the spells of others.

School of Illusion

Cantrips:
1. Dim or extinguish all non-magical light sources in 10'.
2. Transfer a blemish or a cosmetic feature from one creature to another. You could swap eye colors with an elf or take warts off a frog and put them on a princess. Effect is entirely illusionary and lasts for as long as you can see both creatures.
3. Create a shower of illusory sparks or a puff of illusory smoke from your hands.

Image result for elder scrolls illusion fanart

Apprentice

Chameleon
R: 0 T: creature D: 10 minutes
You blend into your surroundings for 10 minutes. You gain [dice]x2 to rolls to hide, sneak or blend into crowds.

Phantom Noise
R: 50' T: location D: 0
The caster makes a noise appear from a location within 50'. If the noise is a word, only [sum] words may be used.

Light
R: 20+[dice]x10' T: item D: 3 hours
Object illuminates like a torch for 3 hours with a radius 20+[dice]x10'. If you invest four or more MD, the light has all the properties of natural sunlight. You may choose the color of the light.

Adept

Blind
R: 50' T: [dice] creatures D: 1 minute
Up to [dice] creatures are blind for 1 minute. They take -4 to Defense and -4 to Attack, and are unable to cast targeted spells. Save negates.

Calm
R: 50' T: [dice] creatures D: 1 hour
Target creatures loses the desire to fight you for 1 hour, or until aggravated again. Save negates.

Night Eye
R: 0 T: creature D: [dice] hours
Target creature can see in the dark as if in light.

Expert

Invisibility
R: touch T: [dice] creatures D: 10 minutes
You become invisible to normal sight for 10 minutes. You become visible if you interact with your environment, such as by grabbing something, pulling a lever, attacking etc.

Charm Person
R: 50' T: humanoid D: [dice] hours
The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this effect, it becomes permanent.

Silence
R: 50' T: creature D: 1 minute
The target's spells are cast with [dice] fewer dice. When they roll for a spell, the [dice] lowest dice are treated as fizzles and returned.


Master

Paralyze
R: touch T: creature D: [dice]x2 rounds
Target creature is unable to act for [dice]x2 rounds. Save for half.

Mass Silence
R: 50' T: 10' radius D: 1 minute
The spells of all creatures in the area of the spell are cast with [dice] fewer dice. When they roll for a spell, the [dice] lowest dice are treated as fizzles and returned.

Mass Charm
R: 50' T: 10' radius D: [dice] hours
All creatures in the area of the spell consider the caster to be a good friend and ignore the obvious spell just cast on them.

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