HIPPO-GRANDE
New System/Profession: Illusionist
08/06/2017 11:15 AM CDT
The ILLUSIONIST is not the same as the Wizard or nearly the Bard, other masters of elemental
magic. The ILLUSIONIST will be able to master the Minor Elemental and the Minor Mental
spell lists. Their custom magics include an ILLUSIONIST Spell list which specifically focuses
on grand constructions of visual, auditory, theatrical (area effect/masses of targets) sorts of magically unreal spells. They are Pures with a natural affinity for multiple targets and for use of magical trinkets such as enhancives, rune staves, magical weapons/armor (see spell list), and for hunting the living rather than undead generally. Some of their applications can include bringing out more magical power from existing magical items or creating modest enhancements within items where there otherwise were not.
1: Caster creates a 'double-image' of themselves which makes it hard for foes to target them giving +10 to DS. Also doubles their DODGE and MOC ranks.
2: Caster wards a foe for an illusion which lulls them to a semi-conscious state wherein they become convinced they are dead. The shock of waking up to reality causes damage from light wounds to death.
3: Cast hurls an imaginary meteor at the target so vast and intimidating in size that it causes a stance push-down. The true size of the bolt is that of a pebble and the bolt does damage as a physical missile from the small rock with additional for the illusionary success. About as powerful as Minor Acid.
4: Caster makes a spinning cloud from the energies of the area for disruptive noises, flashes of colored lights and the feelings of various effects of weather to confuse and disturb those not joined. This results in stuns, RT, knock-downs, stance-ups as long as the cloud endures.
5: Caster uses the spell as a preparation for the next offensive spell by conjuring up an illusionary army to temporarily assail the target. The foe will suffer an invading horde of small beasts which will attempt as much as possible to intimidate and harass the foe to cause a major drop in TD and DS. Does not stack push-down with ILLUSIONIST spell 3 Meteor
6: A CS based spell which will try to convince the target they are injured from some attack and the ILLUSIONIST is their long lost friend, cleric and empath there to help them. If this works, the foe will drop all defenses and possibly get on the ground, preparing for a drag back to town. The effects can be so powerful that whatever wounds the victim imagines they have will manifest in the opposite way Troll's Blood works, slowly appearing and increasing over time.
7: A powerful bolt using both real air and the illusion from the light in the area to generate a cyclonic ball of churning wind which explodes into plasma on impact. An AS SPELL AIM based attack which is about as powerful as Major Shock if the ILLUSION is effective on top of the physical bolt power.
8: The caster uses their mental and elemental powers to create the impression in the mind of the target their head is under great amounts of pressure, encouraging it to explode. If successful, the foe will suffer head damage up to Rank 4 Crit wound/death. The first +10 over +101 in a CS based ward will be a +10 second stun for the target on top of the ensuing damage over that from the cycle of pressure based illusionary damage.
9: The caster sickens their appearance, smell and empowers themselves with self-confidence beyond normalcy such that their influence on those around them increases greatly. +20 to TRADING and +10 INF Bonus.
10: A blast of air as if a hurricane was nearby, knocking over all not joined. This will not stance-up as Call Wind does but it will possibly re-occur once the victim has gotten up, as the mental trigger might be such that while the ILLUSIONIST remains in the room, their appearance may startle them and trick them that they were once again knocked over by the unreal gust of wind.
11: The ILLUSIONIST summons the thoughts of those in the area not joined and attempts to use a combination of soothing words and magical gestures with colorful light to sway them all into a belief there is no need to fight. Very powerful over living targets but probably not too influential over undead. A MASS CALM sort of effect.
12: The ILLUSIONIST adjusts the magical power of all enhancives on their body so that their strength is raised +1 over what they already have, so that a +12 INF becomes +13 INF, a +3 Locksmithing Ranks becomes +4 while the spell runs. Bonus raised with increases from known ILLUSIONIST ranks, MIU, MC, relevant lore.
13: The ILLUSIONIST hurls spinning disks at the enemy which are merely swirls of magically contorting air but which position themselves together so that they appear much more menacing, larger and with a much greater wind area effect against those not joined. A CONE OF ELEMENTS style bolt which is wind based/air lore related and the power of the illusion is extremely high, thus that the damage will be much greater for those susceptible to illusions.
14: The caster uses their powers of illusion to enhance their controls and the function of their equipment dramatically, thus inspiring an additional 1x over the bonus of their armor, rune staff and shield. For example, if the ILLUSIONIST is a rune staff user with a 7x runestave then they will have a temporary enhancive of +1x over the 7x. If their armor is also 7x then it will become 8x so long as the spell lasts. More lore, skill and level will increase the effect so that the ILLUSIONIST may become the only class to have 10x gear generally if they are 2 or 3x cap (using 7x with their spell training).
15: Summons a series of aerial critters to swoop in and launch various fiery missiles at the target. A focused attack spell with a storm of fire damage which gets worse with the power of the wind in the illusion.
16: Golem family creatures are uniquely aligned to the ILLUSIONIST spell list and this is spell makes use of the magical bond of the animated creature by harnessing them as a friendly servant. The GOLEM must be considerably lower in level/power than the ILLUSIONIST for the spell to work and the more the chasm is between them in that regard the greater the mastery/possible actions/loyalties will be for the GOLEM to serve the caster. The beginnings of the possibles are carrying large loads of loot, defending them in the area until they are conquered and the ILLUSIONIST is left to find themselves another GOLEM, in summoning critter spawns, in dragging corpses, in hoarding mana to a capacity, even in channeling and raising power of some spells. For example, the GOLEM may increase BOLT power by using the GOLEM to send the SPELL AIM attack from their palm which is at an increased height and from a much larger originating surface area. Thus the size and scale the bolt go up while the leverage from the height generally will be higher. An increase of +20 to the BOLT AS will be applied, possibly raising also the strength of the ILLUSION based damage/Df. The GOLEM will have very limited functions and will naturally resist resting in nodes, such that they will leave if they are there for more than 30 seconds at a time. This goes with a higher level spell for another GOLEM ILLUSION.
17: The ILLUSIONIST animates the object in the right and left hand of the target in a CS based spell which will change its appearance and properties in the perceptions of the wielder to something which cause inordinate damage, droppage, shock, mana loss and knock-downs in the target. The rune stave, sword, shield or whatever weapon is in their hand will be turned against them and act as if it was being handled by the enemy, thus causing continuous damage so long as it remains in their hand (which is not increased by the illusion since it is not appearing to still remain in the foe's hand anymore). A BOIL EARTH SPIKETHORN kind of multi-crit spell which focuses on the enemies equipment.
18: The caster spins a masterful web of energies to enshroud them in a wavering aura of diffusionary magic such that all attempts to ward through it to harm the ILLUSIONIST are reduced. +20 to TD across the board but also gives a +10 to the next CS of the caster when it triggers a 'flare' effect from an attacker trying to ward through. Spell will be +1 mana per level of caster for a max of +50 at which point spell lasts 4:09 for one cast.
19: The ILLUSIONIST envelops themself in a golden aura which brings out their natural reflexes. +15 to DS and a MASS EFFECT SPELL. Same length in casts of 18
20: The ILLUSIONIST summons a large spinning orb which they hover over, increasing their leverage over targets and reducing possible area effect spells from harming them like e-wave. +20 to Dodge/+10 Physical AS -10 Mana per round to keep the illusion going.
25: Caster prepares and item to be ENHANCED. The level of enhancive possible is based on the level of the caster. Cannot be used to improve a pre-existing enhancive, must be from a blank embeddable. Limit +12 ranks of anything on any combo per year.
30: Creating a GOLEM from scratch is a tough feat even for the most talented ILLUSIONIST. This spell makes a random element GOLEM who appears to perform specific functions for the caster much beyond the power of a captured GOLEM from the field of battle the ILLUSIONIST may have already encountered. Thus the conjured GOLEM and the captured GOLEM may work together but not intelligently. The larger, more chaotic and unstable GOLEM created by the ILLUSIONIST is able to MANUEVER ATTACK, AREA EFFECT SPELL ATTACK and absorb huge amounts of damage for the caster. They cannot carry loads or otherwise interact with anything or anybody. The attacks are very powerful and the golems are highly aggressive, sometimes suicidal in their attempts to kill all those not joined with the enemy-- for example, one rare possible random action would be to attempt to fall and break apart in an explosion on the enemy like a mein golem. They will commonly crush, punch, pound, stomp and only be hittable with magical weapons.
35: The ILLUSIONIST places themselves in the local town's equivalent to Town Square in illusionary form giving them a familiar style window there and an anchor for a Familiar Gate style teleport spell. They cannot drag anything through but they will appear on the other side in the TSC like area with whatever they held before, once fully materialized. Non-group 130 with no sickness, land in TSC and takes 10 sec. hard RT to prep in stance forward or higher.
40: Creates a noxious odor in the room which removes all interest from living critters to be there any longer. This is good for rescues in living areas, a sanctuary effect. The odor is bad enough to discourage attacks from Undead too but not nearly as much and they will not be afraid to gather in the room.
50: The ILLUSIONIST uses their powers over the energies to mimic their opposition with a temporary random spell effects of the enemy and temporary spell knowledge. While this spell runs, the critter who is not joined may share the blessings of a 103 or a 712 the critter has up, the ILLUSIIONIST may find they temporarily may cast a BOIL EARTH as the critter that just cast it at them knows...
The "Illusion" damage I'm referring to as far as the bolt damage will be a design that includes the the idea that some ratio of real damage to illusion damage is occurring and thus either a level, skill, size/race or other factor may be considered for it to be applied, possibly by an AvD % application based on race, living/undead status, level/skill same as a 'weighting' .