Illusion

You may craft images and impressions of things that aren’t there. Illusion sphere abilities have a range of Close and do not allow spell resistance unless placed on a creature with resistance (Such as with the Illusionary Disguise talent). Unwilling targets are allowed a Will save to resist an illusion or trick being placed upon them. An illusion may shed as much normal light as a torch and may cast a shadow.

Trick [Core]

As a standard action, you may create small, simple illusions called tricks, which persist for 1 minute per level or until dismissed.

Effects [Core]

You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent).

Alter [Core]

You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.

Illusion [Core]

As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires.

Table: Illusion Maximum Size
Caster Level Illusion Maximum Size Maximum Size in cubes
1st Medium 5 ft cube
3rd Large 10 ft cube
5th Huge 15 ft cube
8th Gargantuan 20 ft cube
11th Colossal 30 ft cube
15th Colossal+ 40 ft cube
20th Colossal++ 50 ft cube
25th Colossal+++ 60 ft cube

Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.

You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.

Table: Example Illusions

Example of Illusion Required Talents
An illusionary wall Base sphere only
A glen full of trees Complex Illusion
A warrior blocking the target's way Illusionary Sound, Illusionary Touch (to engage in combat w/ target)
A table laden with food Illusionary Odor, Illusionary Touch (to be consumed by target)
A room filled with fire Illusionary Sound, Illusionary Touch
An army of orcs chasing the target Illusionary Sound, Complex Illusion, Illusionary Touch (to engage in combat w/ target)

If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + 1/2 your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.


Illusion Talents

Complex Illusion [Core]

When creating an illusion, you may spend an additional spell point to divide the illusion into multiple, independent components. The combined size and range of these illusions must still be within your maximum illusion size, but each component can appear differently and behave differently. While each component can be given its own set of programmed instructions, you can only actively control one component at a time. Ex: when creating an illusion of a tavern, a creature with this talent could create a bustling group of people inside the tavern as part of the same illusion. The caster could only control one such illusionary person at a time though; and the rest would only perform their last set of instructions. Giving a component a new set of instructions is a move action. If a creature makes its saving throw against a complex illusion, it sees through the entire illusion rather than only one component part.

Daylight [Core]

Your illusions may give off bright light, in a radius of up to 60 ft. The next 60 ft beyond that is raised one light level to a maximum of normal light. Creatures with Light Blindness or Light Sensitivity take penalties while in this bright light, but creatures damaged by daylight are unaffected.

Enlarged Illusion [Core]

Increase your illusion’s maximum size by one size category.

Illusionary Disguise [Core]

You may attach an illusion directly onto a creature or object, making it appear as something or someone else entirely. This grants a +10 circumstance bonus to Disguise checks. Targets who interact with the disguise receive a Will save to disbelieve, and some actions can simply give the disguise away. (For example, touching a target disguised as a different size category, or seeing a creature disguised as an inanimate object move.)

Illusionary Odor [Core]

You may add smell and taste to your illusions. For example, you may change something’s taste or create the smell of smoke. As a trick, you may add half your caster level to the DC required to detect poison in foods or to track a target by smell.

Illusionary Sound [Core]

You may add whatever sounds you desire to an illusion. You cannot make more sound than four normal humans per caster level could make. (A horde of rats running and squeaking is equal to eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans.)

As a trick, you may create effects of non-specific noises (feet marching, laughing and muttering of a party) or throw your voice, making it appear as if it comes from somewhere else within your range. Targets are allowed a Will save as usual to disbelieve these sounds, or recognize your voice is not actually coming from where it appears to be.

Illusionary Touch [Core]

You may make an illusion that feels real to the touch, including temperature and texture. When a creature comes into physical contact with your illusions (touching them, striking them in melee, etc.), they do not automatically disbelieve the illusion. Instead, they are allowed a new saving throw each round they are in contact with the illusion. Your illusion still cannot hold weight (thus while touching the wall would only grant a new saving throw, leaning on the wall would still cause the creature to fall through and disbelieve).

You may take this talent a total of twice; when taken a second time, your illusions may also cause pain. When coming into contact with an appropriate illusion (stepping into fire, being hit by an illusionary enemy, etc.), if the subject fails their Will save to disbelieve, they take non-lethal damage equal to your caster level + your casting ability modifier. A target can only be damaged by your illusions once in a round, no matter how many times it thinks the illusion has hurt it.

Invisibility [Core]

You may make things disappear. As a trick, you may add 1/2 your caster level to Sleight of Hand checks made to palm a small object or hide a light weapon

You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square. Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.

Lingering Illusion [Core]

When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond Medium range of where it was placed. Giving an illusion a new series of programmed activities is a move action.

Manipulate Aura [Core]

As a trick, you may change a creature or object’s magical aura to appear to be non-magical, or to appear as a magic item you specify, or as if under the effects of a spell or sphere ability you specify for up to 1 day per caster level. A target examining this aura through detection magic is allowed a Will save to see through the trick, but on a failure believes the aura and does not detect this trick. Artifacts are too powerful to have their auras hidden or altered in this manner.

Ranged Illusion [Core]

Increase the distance by which you may manifest an illusion or trick by one category (Close to Medium, Medium to Long). You may take this talent multiple times. The effects stack.

Silence [Core]

You may place an illusion on a creature or in an area that negates sound. The creature (or creatures standing in the area of effect) makes no noise, and cannot perform verbal components of any skill or magic. Creatures in an area of silence are immune to sonic or language-based attacks, spells, and effects, and gain a +4 bonus to Stealth checks.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 A longsword appropriately sized for the caster made of shadow-stuff appears in the caster’s hand. The caster is proficient with this weapon and it deals bonus damage equal to caster level. Each time it deals damage, the target is allowed a Will save; success reduces the damage dealt by half and destroys the blade. Otherwise the blade persists for 1 hour per caster level or until it leaves the caster’s possession.
2 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
3 All creatures within close range of the caster gain the appearance and odor of being covered in excrement for 10 minutes per caster level.
4 The caster is unable to perceive the effect in any fashion, leaving him unable to control, alter, or dismiss it once cast.
5 For 1 minute per caster level, an illusory raincloud follows the caster. The caster is unable to disbelieve this raincloud.
6 An illusion depicting the caster’s greatest desire appears within long range and persists for 1 round per caster level. This figment cannot be larger than the caster’s maximum illusion size.
7 For 1 hour per caster level, an illusory duck sits on the casters head and cannot be covered by any means.
8 (Combat) All creatures within medium range gain illusory doubles. These illusory doubles impose a 50% miss chance on any attack against the creature and each duplicate disappears after one attack fails against this miss chance or after 1 minute per caster level.
9 An illusory wind surrounds fills the caster’s illusion range, acting as per the category 3 wind of the Weather sphere + 1 category per 7 caster levels. This wind blows directly toward the caster and dissipates after 1 round per caster level. Hostile creatures are unaffected.
10 For 1 round per caster level, a swarm of illusory insects covers an area out to illusion range, dealing 1 point of nonlethal damage per 2 caster levels. This effect moves with the caster. When first exposed to this effect, a creature is allowed a single Will save to negate the damage from this effect for its duration.
11 For 1 hour per caster level, dramatic effects, music, and crowd noises accompany the caster whenever he makes a Perform skill check, granting a competence bonus equal to 1/2 caster level (minimum 1) on such checks.
12 For 1 minute per caster level, all sound is amplified within close range of the caster, granting a circumstance bonus equal to 1/2 caster level on sound-based Perception checks.
13 For 10 minutes per caster level, the caster’s voice is amplified, granting a bonus on Perception checks to hear the caster speak equal to caster level.
14 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
15 For 1 minute per caster level, all sound is dampened within long range of the caster, imposing a penalty equal to 1/2 caster level on sound-based Perception checks.
16 For 1 round per caster level, all of the caster’s attended objects become invisible as the Invisibility talent.
17 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
18 (Combat) Rapidly shifting illusory disguises that only the caster can perceive make it impossible for the caster to distinguish friend from foe. For 1d6 rounds, the caster may not make attacks of opportunity against any creature.
19 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
20 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
21 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
22 The next time that the caster enters a settlement with more than 100 inhabitants, his arrival is heralded by an intense display of illusory fireworks over his position, clearly visible and audible for 2d6 miles if in an open area.
23 Any creature making a Will save to disbelieve the effect may roll twice and take the best result.
24 (Combat) For 1d6 rounds, all creatures within medium range become invisible as the Invisibility talent.
25 For 10 minutes per caster level, the sound generated by the caster’s movements are amplified, imposing a penalty on Stealth checks equal to caster level.
26 For 1 minute per caster level, the caster is unable to see through his own illusions.
27 (Combat) The caster is stunned for 1 round.
28 For 1 hour per caster level, the caster’s clothes appear dramatically inappropriate to the surrounding area (winter clothes in a desert, beggar’s rags in a palace, etc.).
29 For 1 minute per caster level, any words the caster thinks are displayed by letters floating above his head. This may make Bluff checks fail automatically.
30 For 10 minutes per caster level, a subtle illusion alters an area out to long range from the caster, making the environment appear bright and cheery. Creatures within this area may roll twice and take the best result on saves against fear effects and any demoralization check within this area takes a penalty equal to 1/2 caster level (minimum 1).
31 The caster is fatigued.
32 The caster loses access to this sphere for 1d6 rounds.
33 The effect ends the first time a creature within 20 ft. of it succeeds on a Will save against an Illusion sphere or illusion school effect.
34 For 1 hour per caster level, an illusory fog surrounds fills the caster’s illusion range, acting as a fog per the category 2 precipitation of the weather sphere. This fog follows the caster.
35 Effect receives a +2 bonus to caster level.
36 The casting time decreases by 1 step.
37 All creatures within long range of the caster have their faces covered by an illusion of the caster’s face for 1 minute per caster level. This has no impact on their senses but may prove confusing.
38 For 10 minutes per caster level, the caster gains the appearance and odor of being covered in excrement.
39 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
40 For 10 minutes per caster level, an illusory minstrel follows the caster, singing loudly of the caster’s most embarrassing moments.
41 All allied creatures within illusion range must succeed on a Will save or gain an illusory disguise as the Illusionary Disguise talent, appearing as the nearest hostile creature for 1 minute per caster level.
42 All creatures and objects within medium range of the caster are permanently monochromatic. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
43 The effect fails and the action is lost. Spell points or spell slots are lost.
44 For 1 hour per caster level, the caster leaves a trail of phantasmal gold coins whenever moving at least 5 ft., creating 1 coin per caster level per 5 ft. moved. These coins disappear 1 minute per caster level after appearing or immediately if spent.
45 The effect fails and the action is lost. Spell points or spell slots are not lost.
46 For 10 minutes per caster level, an illusory minstrel follows the caster, singing loudly of the caster’s greatest deeds.
47 (Combat) Rapidly shifting illusory disguises that only the caster can perceive make it impossible for the caster to distinguish friend from foe. For 1d6 rounds, the caster treats all creatures as hostile and must attempt attacks of opportunity against all creatures and attempt saves against all effects whenever possible.
48 All creatures and objects within medium range of the caster are permanently stained a bright color of the GM’s choice. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
49 For 10 minutes per caster level, the caster is followed by a cartoonish figment of himself that mimics his actions in a mocking way.
50 For 1d6 rounds, attempts to disbelieve the effect automatically fail.
51 Effect receives a -4 penalty to caster level (minimum 1).
52 For 10 minutes per caster level, the caster leaves glowing illusory footprints wherever he travels (including while flying, swimming, and teleporting). These footsteps persist for 1 hour.
53 All creatures within close range of the caster when the effect is cast must succeed on a Will save or have every word they think displayed by letters floating above their head for 1 minute per caster level. This may make Bluff checks fail automatically.
54 Illusory heat surrounds fills the caster’s illusion range, acting as per the category 3 heat of the Weather sphere + 1 category per 7 caster levels. Hostile creatures are unaffected.
55 For 1 round per caster level, an illusory fog surrounds fills the caster’s illusion range, acting as a fog per the category 3 precipitation of the Weather sphere. This fog follows the caster.
56 All creatures within medium range of the caster when this result is triggered leave glowing illusory footprints wherever they travel (including while flying, swimming, and teleporting) for 10 minutes per caster level. These footsteps persist for 1 hour.
57 The effect appears subtly off, granting a +2 bonus to save DCs to disbelieve it.
58 For 1 hour per caster level, a dramatic illusory fog covers the area around the caster’s feet. This does not provide any concealment to the caster, but may obscure caltrops, tripwires, and other low-lying objects.
59 All creatures within illusion range gain an illusory disguise as the Illusionary Disguise talent, appearing as the caster for 1 minute per caster level.
60 For 1 minute per caster level, the caster becomes invisible as the Invisibility talent.
61 Illusory cold surrounds fills the caster’s illusion range, acting as per the category 3 cold of the Weather sphere + 1 category per 7 caster levels. Hostile creatures are unaffected.
62 A destructive blast with the Fire Blast and Explosive Orb talents of the Destruction sphere as mimicked by the Fey Adept’s create reality ability explodes centered on the target or middle of the target area.
63 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
64 An illusory wind surrounds fills the caster’s illusion range, acting as per the category 3 wind of the Weather sphere + 1 category per 7 caster levels. This wind blows directly toward the caster and dissipates after 1 round per caster level. Allied creatures are unaffected.
65 The casting time increases by 2 steps.
66 Roll again on the Universal wild magic table.
67 For 10 minutes per caster level, a subtle illusion alters an area out to long range from the caster, making the environment appear twisted and sinister. Creatures within this area must roll twice and take the worst result on saves against fear effects and any demoralization check within this area gains a circumstance bonus equal to 1/2 caster level (minimum 1).
68 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
69 Creatures automatically get a Will save to disbelieve the effect upon perceiving it without any further interaction.
70 The effect blocks line of effect, even once disbelieved.
71 The caster and all his attended objects are permanently monochromatic. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
72 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
73 (Combat) The caster is dazed for 1 round.
74 For 1 round per caster level, a figment of a creature of the GM’s choice with a CR of at least the caster’s Hit Dice + 2 appears within medium range of the caster and menaces the caster and allies.
75 (Combat) All hostile creature’s within long range gain illusory doubles that only the caster’s allies can perceive. These illusory doubles impose a 50% miss chance on any attack against the creature and each duplicate disappears after one attack fails against this miss chance or after 1 minute per caster level.
76 The casting time increases by 1 step.
77 An illusion appears in the caster’s square depicting a flash of flame and the caster’s charred corpse falling to the ground. The caster becomes invisible as the Invisibility talent for 1d6 rounds.
78 (Combat) Rapidly shifting illusory disguises make it impossible for any creature within close range of the caster to distinguish friend from foe. For 1d6 rounds, the all creatures in the area must succeed on a Will save each round or treat all creatures within the area as hostile and must attempt attacks of opportunity against all creatures in the area and attempt saves against all effects originating from creatures within the area whenever possible.
79 (Combat) For 1d6 rounds, all hostile creatures within medium range become invisible as the Invisibility talent.
80 The caster and all his attended objects are permanently stained a bright color of the GM’s choice. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
81 The caster makes a single magical skill check against all Illusion sphere effects and effects with the glamour and phantasm descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
82 The caster is exhausted.
83 The caster makes a single magical skill check against all Illusion sphere effects and effects with the glamour and phantasm descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
84 (Combat) For 1d6 rounds, all allied creatures within medium range become invisible as the Invisibility talent.
85 For 1 round per caster level, an illusion depicting the caster’s greatest fear appears within close range and menaces the caster. This figment cannot be larger than the caster’s maximum illusion size.
86 For 1 round per caster level, the caster appears to be weak and harmless. Any creature targeting the caster with an attack roll or non-harmless effect must succeed on a Will save or be forced to choose a different target or lose their action.
87 Illusory cold surrounds fills the caster’s illusion range, acting as per the category 3 cold of the Weather sphere + 1 category per 7 caster levels.
88 The effect ends the first time a hostile creature within 20 ft. of it succeeds on a Will save against an Illusion sphere or illusion school effect.
89 For 1d6 rounds, illusory duplicates of all creatures within close range of the caster at the time this result is triggered attack the original creatures. Treat these duplicates as having the benefit of the Illusionary Touch talent taken twice as well as the Illusionary Sound talent.
90 (Combat) The caster is nauseated for 1 round.
91 The casting time decreases by 2 steps.
92 The caster’s face is covered with a repulsive illusory disguise as the Illusionary Disguise talent for 1 minute per caster level, imposing a penalty equal to caster level on all Charisma-based checks.
93 All allied creatures within medium range gain illusory doubles. These illusory doubles impose a 50% miss chance on any attack against the creature and each duplicate disappears after one attack fails against this miss chance or after 1 minute per caster level.
94 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
95 For 1 round per caster level, a swarm of illusory insects covers an area out to illusion range, dealing 1 point of nonlethal damage per 2 caster levels. This effect remains stationary. When first exposed to this effect, a creature is allowed a single Will save to negate the damage from this effect for its duration.
96 Creatures who disbelieve the effect treat it as opaque, blocking line of sight.
97 An illusory wind surrounds fills the caster’s illusion range, acting as per the category 3 wind of the Weather sphere + 1 category per 7 caster levels. This wind blows directly toward the caster and dissipates after 1 round per caster level.
98 Any creature making a Will save to disbelieve the effect must roll twice and take the worst result.
99 Illusory heat surrounds fills the caster’s illusion range, acting as per the category 3 heat of the Weather sphere + 1 category per 7 caster levels.
100 For 1 round per caster level, all attended objects within close range of the caster become invisible as the Invisibility talent.

Spheres of Power by Drop Dead Studios
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Bokor (PC)
Spheres
Alteration Conjuration Creation Dark
Death Destruction Divination Enhancement
Fate Illusion Life Light
Mind Nature Protection Telekinesis
Time War Warp Weather
Rules
About Advanced Magic Advanced Talents Incantations Rituals
Spellcrafting Alternate Racial Traits Casting Traditions Traits
Wild Magic
Feats
Admixture Anathema Chance Combat
Companion Counterspell Drawback Dual Sphere
Extra General Item Creation Metamagic
Protokinesis Proxy Racial Sphere-Focused
Squadron Teamwork Wild Magic
Get the Core Rulebook
Get the Expanded Options Get the Wild Magic
Alteration Handbook Conjuration Handbook Creation Handbook Dark Handbook
Death Handbook Destruction Handbook Divination Handbook Enhancement Handbook
Fate Handbook Illusion Handbook Life Handbook Light Handbook
Mind Handbook Nature Handbook Protection Handbook Telekinesis Handbook
Time Handbook War Handbook Warp Handbook Weather Handbook
Spheres Apocrypha
Dark Apocrypha Destruction Apocrypha Nature (Earth) Apocrypha Nature (Fire) Apocrypha
Nature (M/P/W) Apocrypha Nature (Spirit) Apocrypha
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.