Magic: Sphere of Illusion
Magic: Sphere of Illusion
The Sphere of Illusion deals with, naturally, the creation of illusions,
phantasms, and even the illusion of invisibility. While the Sphere of Mind
may create illusions as well, those are illusions of the mind -- of
perception. The Sphere of Illusion actually creates sensations,
which can be seen by any and all observers. (Theoretically, such illusions
would even show up on security cameras, if such things were to be found in
Rephidim.)
Limitations of Illusions
While illusions of the mind use the memories and expectations of the observer
to make the illusion seem real, those created by an Illusionist depend on
the caster's choices in making a realistic depiction of the object or
creature meant to be represented. Illusions are thus limited by the
caster's knowledge of what he or she is trying to represent. Thus, good
Illusionists often have a number of knowledge skills to draw upon, to be
the more convincing -- Lore of Sinai, musical talent, artistic skill,
knowledge of architecture, minerals, cooking ... whatever knowledge might
be applicable to fool their audience. Failing that, the Illusionist must
draw upon "models" -- It is far easier for an Illusionist to simulate a
concert, if the music being played is from an opera he has seen several
times, and it is far easier to fashion an illusory airship if he has a
model of an airship to base his "construction" upon.
Illusionists with greater senses tend to be better at fooling those with
such senses. Therefore, a human will have difficulty making an
illusory sound capable of fooling an Eeee, Zerda or even a Jupani, and
a visual illusion might not "look" right when viewed with infravision or
night-vision.
Despite these limitations, Illusionists are capable of very convincing
phantasms, and are highly sought after for purposes of entertainment,
escapism, advertisement ... and sometimes more serious applications.
Sense Groups
When an illusion is listed as being able to cover a single sense, the senses
that can be chosen from are:
Magical Sense: Illusions can be used to "prick" the sense that
spellcasters (and some non-spellcasters) have to detect the presense of
active magic nearby. It can be used to "ping" a magic user, to make it
seem like something is magical when it really isn't, or perhaps vice versa.
Trying to make more specific readings through magic sense, however, requires
that the caster be of the same Sphere as the observer in order to be really
convincing (or else that the observer be of much lower skill).
Scent: This covers the sense of smell, including enhanced senses
such as that used by natural trackers. Scent and taste are closely related,
so an illusion scent can impact taste to a certain extent as well. Since
scent is based on chemical processes rather than light or vibrations, it
involves some manipulation of the viewer's senses, and therefore Mental/Magical
Resistance may have an effect on seeing through such illusions.
Sight: This includes the normally visible spectrum, as well as
infravision, ultravision, night vision, etc. As noted above, illusions
are more convincing when the caster is able to make use of this sense
himself.
Sound: This includes very high and very low frequencies, as well
as being able to potentially fool things such as echo-location, provided
that the caster has enough command of magic to handle anything that detailed.
Taste: This covers the sensation of taste, naturally. As with
Scent, Magical/Mental Resistance may allow one to see through such an
illusion.
Touch: This covers the various sensations of touch, including
the sensation of hardness/softness, textures, hot and cold, and such things
as electrical shock. (It takes particularly powerful illusions, however, to
cause a strong enough sensation to inspire pain.) As with Scent and
Taste, persons with Magical/Mental Resistance may be able to see through
such an illusion, and resist effects of pain.
It should also be noted that though sensations of touch can be created,
there is a limit to how real an object can seem, if there is no actual
solid object that the illusion is based off of. Illusory coins may feel
cold and heavy, but they won't be able to support any weight, because
they don't exist. It would be far more convincing to take a ceramic
shekel and make it appear to be gold than to conjure gold shekels from
thin air. (It should be noted that making fake currency is a very serious
offense, punishable by death in most places.)
Cantrips
Enhance
This spell is used to subtly alter perception of something in a given sense,
either to make it more desirable or less so. The caster has very little
control over the particulars, and its effectiveness may depend greatly upon
the personal tastes of the observer compared to that of the caster. Food
can be made to taste better, colors seem more vibrant, music is more
clear, a speaker's voice carries better, fur is softer, fragrances are
more sweet, and so forth.
Phantasm
This creates a simple illusion that exists only in a single sense, and of
very small scale. It can be created in one of the six senses. The
illusion doesn't last long, and generally an observer can tell immediately
that the phantasm is not real. A visual illusion is somewhat ghostly,
an audio illusion sounds artificial, and so forth. In creative instances,
it can be used to fool people, but not under any great scrutiny. (i.e., it
might be used to "project" one's voice, to distract some guards, provided
that they aren't wise to the ways of Illusionists.)
This could be used to create musical accompaniment (dependent upon the
caster's musical skill), to fill a room with a pleasant odor or make
it seem a little warmer or cooler than it really is, to create a magical
"mask" to obscure the face of the caster, or even to create a light
source that follows the caster around.
Minor Spells
Chameleon
The caster is able to blend into surroundings, by taking on the colors of
immediate surroundings, and, to a limited extent, patterns as well. The
caster is not "invisible", but merely camouflaged. If the caster
moves, he or she must "fine-tune" the spell to shift to the new immediate
surroundings.
Glamour
This spell is a sort of "sensory overload", capable of incapacitating
weak-willed or dim-witted individuals by surrounding them in a dizzying
whirl of sensations. (Some people actually enjoy this particular
experience.) This is sometimes used as an offensive spell to incapacitate
an enemy, but things such as pain and obvious threats tend to cause the
victim to "snap out of it".
Image
This is a more powerful version of Phantom, creating what might be a
convincing illusion in a single sense, depending upon the caster's talent,
knowledge of the subject, knowledge of the observer, etc. Difficulty
varies greatly depending upon the complexity of the object, and the amount
of detail. As a rule of thumb, it is easier to take something that already
exists and to change its appearance, rather than to create an illusion out
of thin air. In the latter case, there can be difficulties when trying to
move the illusory object, since such things as shadows being cast by or
upon the object comprise another "facet" to the illusion.
Rituals
Grand Illusion
The exact illusion to be generated must be determined during the time of
casting, at a specific location or focused on a particular "trigger" object.
It typically is set to be "triggered" at a later time. This spell takes
several hours to cast, and possibly days, depending upon the complexity and
desired duration. It covers multiple senses, with a great degree of detail.
It can even cause pain. Due to the energies used by this spell, however,
it is very difficult to suppress the "reading" that those with the ability
to sense magic will get off of this illusion.
Illusion
This spell generally cannot be held, unless the caster has a specific idea
of what sort of illusion is to be created when the spell is released. It
has the potential of covering multiple senses, but it is more convincing
when it can be focused on a limited band of senses. Difficulty
varies greatly, and this is generally a more powerful version of Phantasm.
The more complex the illusion, the greater the chance for some sort of
oversight or irregularity that will alert the viewer to the false nature
of the illusion.
Invisibility
This allows the caster, a single recipient or an object to become
invisible, though if the object moves about, there may be a "distortion"
visible, and a faint "outline" of the object if someone looks closely.
With added effort, other senses can be suppressed as well. More complex
rituals are required to make large objects (houses, airships, etc.)
invisible, and the invisibility tends to work best when viewed at a great
distance ... and it's also more regular when on the ground rather than
in the air.
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