Some new illusion spells
ZanathKariashi
Member Posts: 2,869
Just a few quick illusion spells to help add some of the schools real power, since BG didn't implement hardly any of their good spells. I'll add in cast speed/duration/ etc/ later. (work in progress, just covering the Core book spells atm).
1st Level:
Phantasmal Force -
Summons 1 image of a random 1 HD monster. It has 1 HP and deals no damage.
2nd Level:
Improved Phantasmal Force -
Same as Phantasmal Force except it summons 1d2+1 fake monsters.
3rd Level:
Spectral Forces -
Same as Improved Phantasmal Force except the monsters have normal hp for their type. All attacks deal 1d3 sub-dual damage if the target fails a save to disbelieve.
4th Level:
(From here on out, some spells have a chance to be disbelieved. This is not a true saving throw and instead is based solely on an intelligence check. The target must roll their intelligence or less, after modifiers, to disbelieve the spell)
Phantasmal Killer -
Target creature must make an intelligence check or die. This roll gains a +1 penalty for every 4 levels of the caster. Mindless creatures such as undead/oozes/golems, creatures immune to fear effects, or creatures that can innately see through illusions are immune to this effect.
Shadow Monsters -
Summons a fake monster from randomly chosen from spider spawn, wyvern call, or carrion summons.
On every hit the target must make a intelligence check or take full damage from the attack and suffer any other effects (such as requiring a save vs poison for spiders/ wyverns or a save to avoid being held by a carrion crawler). A successful save reduces damage dealt by 80% and there is no extra effect. Unaffected by divination spells, but can still be removed via dispel magic or summon killer spells. Creatures that can innately see through illusions save automatically.
5th Level -
Advanced Illusion -
Summons 1d4+1 Monsters from the Summon Monster 3 or conjure animals list.
Monsters are the same as per the spell, except every attack requires an intelligence check on the target. Failure results in full damage, success results in none. Can be dispelled by true sight, dispel magic, or any summon killer.
Demi-shadow Monsters -
Same as shadow monsters except it summons 2 random monsters and a successful intelligence check only reduces damage by 60%.
Shadow Magic -
Can be used to cast any evocation spell up to 3rd level. For damage dealing spells, any target struck must make an intelligence check. Failure results in full damage, success results in 80% less damage. If the spell normally allows a save for reduced effect, that also applies regardless of success or failure. Non-damage dealing spells that allow saves get a +4 bonus if disbelieved.
6th level -
Demi-Shadow magic
Same as Shadow magic, but allows casting of 4th and 5th level evocation spells instead of 1-3. Also a successful intelligence check only reduces damage dealt by 60%.
Programmed Illusion -
Similar to a contingency spell, it allows a single Illusion school spell (up to 6th level) to be prepped to cast when a designated condition is met. Uses Chain Contingencies list of situations and targets. Unlike Contingency, this spell lasts until discharged.
Project Image -
(moved down from 7th. All spells cast by the image are used up on the caster (like it's supposed to do), otherwise no change).
Shades -
Same as Demi-shadow monsters except-
Summons a single monster randomly chosen from between a Vampire, Greater Mummy, Lesser Lich (casting up to 7th level, spell immunity up to lvl 3, requires +1 or better to hit), Djinn, Efreet, or Elemental (as per druid version).
All spells, attacks, and abilities require an intelligence check. Failure results in full damage and any other effects as proper (such as level drain from the vampire). Success results in the following. Melee attacks deal half damage and have no other effects. Damage dealing spells deal 60% less base damage (and any other saves that spell allows), non-damage dealing spells that allow saves get a +4 bonus.
7th level -
Simulacrum (Down from 8th) -
Creates a copy of target creature. Copy is 60% of the level of the target but otherwise retains all abilities and special qualities of the target. Cast time is one round and the copy lasts for 8 hours or until slain. Cannot be cast on hostile creatures. Only works on humanoids. The copy is functionally real for it's duration and is unaffected by summon killers, dispel magic, or spells that remove illusions.
8th -
Mass Invisibility -
Casts improved invisibility (as per the spell) on the whole party. Cast speed 2.
9th -
Weird -
As per Phantasmal Killer, except it affects all enemies within 30ft of the target area. Any enemy that survives is stunned for 1round from the shock. As per Phantasmal Killer, mindless creatures, creatures immune to fear, and those capable of innately seeing through illusions are unaffected.
1st Level:
Phantasmal Force -
Summons 1 image of a random 1 HD monster. It has 1 HP and deals no damage.
2nd Level:
Improved Phantasmal Force -
Same as Phantasmal Force except it summons 1d2+1 fake monsters.
3rd Level:
Spectral Forces -
Same as Improved Phantasmal Force except the monsters have normal hp for their type. All attacks deal 1d3 sub-dual damage if the target fails a save to disbelieve.
4th Level:
(From here on out, some spells have a chance to be disbelieved. This is not a true saving throw and instead is based solely on an intelligence check. The target must roll their intelligence or less, after modifiers, to disbelieve the spell)
Phantasmal Killer -
Target creature must make an intelligence check or die. This roll gains a +1 penalty for every 4 levels of the caster. Mindless creatures such as undead/oozes/golems, creatures immune to fear effects, or creatures that can innately see through illusions are immune to this effect.
Shadow Monsters -
Summons a fake monster from randomly chosen from spider spawn, wyvern call, or carrion summons.
On every hit the target must make a intelligence check or take full damage from the attack and suffer any other effects (such as requiring a save vs poison for spiders/ wyverns or a save to avoid being held by a carrion crawler). A successful save reduces damage dealt by 80% and there is no extra effect. Unaffected by divination spells, but can still be removed via dispel magic or summon killer spells. Creatures that can innately see through illusions save automatically.
5th Level -
Advanced Illusion -
Summons 1d4+1 Monsters from the Summon Monster 3 or conjure animals list.
Monsters are the same as per the spell, except every attack requires an intelligence check on the target. Failure results in full damage, success results in none. Can be dispelled by true sight, dispel magic, or any summon killer.
Demi-shadow Monsters -
Same as shadow monsters except it summons 2 random monsters and a successful intelligence check only reduces damage by 60%.
Shadow Magic -
Can be used to cast any evocation spell up to 3rd level. For damage dealing spells, any target struck must make an intelligence check. Failure results in full damage, success results in 80% less damage. If the spell normally allows a save for reduced effect, that also applies regardless of success or failure. Non-damage dealing spells that allow saves get a +4 bonus if disbelieved.
6th level -
Demi-Shadow magic
Same as Shadow magic, but allows casting of 4th and 5th level evocation spells instead of 1-3. Also a successful intelligence check only reduces damage dealt by 60%.
Programmed Illusion -
Similar to a contingency spell, it allows a single Illusion school spell (up to 6th level) to be prepped to cast when a designated condition is met. Uses Chain Contingencies list of situations and targets. Unlike Contingency, this spell lasts until discharged.
Project Image -
(moved down from 7th. All spells cast by the image are used up on the caster (like it's supposed to do), otherwise no change).
Shades -
Same as Demi-shadow monsters except-
Summons a single monster randomly chosen from between a Vampire, Greater Mummy, Lesser Lich (casting up to 7th level, spell immunity up to lvl 3, requires +1 or better to hit), Djinn, Efreet, or Elemental (as per druid version).
All spells, attacks, and abilities require an intelligence check. Failure results in full damage and any other effects as proper (such as level drain from the vampire). Success results in the following. Melee attacks deal half damage and have no other effects. Damage dealing spells deal 60% less base damage (and any other saves that spell allows), non-damage dealing spells that allow saves get a +4 bonus.
7th level -
Simulacrum (Down from 8th) -
Creates a copy of target creature. Copy is 60% of the level of the target but otherwise retains all abilities and special qualities of the target. Cast time is one round and the copy lasts for 8 hours or until slain. Cannot be cast on hostile creatures. Only works on humanoids. The copy is functionally real for it's duration and is unaffected by summon killers, dispel magic, or spells that remove illusions.
8th -
Mass Invisibility -
Casts improved invisibility (as per the spell) on the whole party. Cast speed 2.
9th -
Weird -
As per Phantasmal Killer, except it affects all enemies within 30ft of the target area. Any enemy that survives is stunned for 1round from the shock. As per Phantasmal Killer, mindless creatures, creatures immune to fear, and those capable of innately seeing through illusions are unaffected.
Post edited by ZanathKariashi on
3
Comments
Particularly fond of Weird and Shades.