Illusion Spells
by Maurice Francke
1) Maya’s Flame Burst (Maurice Francke)
This spell creates a vertical column of illusionary fire at the point the caster wants, as long as the point is within range. The width of the column is approximately half a meter, while the height is equal to the number of successes generated by the caster, divided by two, in meters. The sound of a small explosion comes with the flame.
The flame can do no damage at all, and the sound is not loud enough to damage hearing. The flame can be seen and heard through technological devices.
- Type: Physical
- Range: Limited
- Target: 4
- Duration: Instant
- Drain: [(F/2)+1]L
2) Ventriloquism (AD&D p.139)
This spell enables the magician to make the subject’s voice seem to issue from someplace else, such as from behind another creature, a statue, from behind a door, down a passage, etc. The subject can speak in any language he knows or make any sound that he can normally make. With respect to such voices and sounds, anyone in the area of effect must make an Intelligence Resistance Test. Anyone rolling one or more net successes detects the ruse. If cast in conjunction with other illusions, the GM may rule greater penalties, or disallow the Intelligence test altogether.
Since this is a Mana spell, the effects cannot be recorded on tape, chip, or similar technological devices. Someone using a microphone and speaker system to listen will not hear the effects, for instance. This spell requires a voluntary subject, which must be in range of the spell.
- Type: Mana
- Range: Limited
- Target: Intelligence(R)
- Duration: Sustained
- Drain: [(F/2)+1]L
3) Voicechange
This spell allows the caster to distort his voice, and make it sound like someone else’s voice in order to fool an opponent or voice-print scanner into believing it is the person whose voice is being imitated. Of course, anyone looking at the caster will immediately notice the effect.
If used to fool a person, the caster’s Target Number is equal to the target’s Intelligence, and each person who can hear the caster is allowed an Intelligence test, with a Target Number equal to the spell’s Force. One success on behalf of the character is sufficient to realize that it is the caster speaking with a distorted voice.
To fool a voice-recognition system, the Target Number is equal to the Rating of the device, which is then allowed a Resistance Test, using its Rating for the number of dice to roll, and the spell’s Force as the Target Number. If it generates more successes than the caster, it is not fooled. See also page 87 of The Neo-Anarchists’ Guide to Real Life for information about voice-print scanners.
The area of effect is special: this is not an area-effect spell, but anyone who can hear the caster is affected.
Note that only the voice of the caster is changed. He can not make any sounds that he can not normally make, or speak any language he can not normally speak.
- Type: Physical
- Range: Self
- Target: see above
- Duration: Sustained
- Drain: [(F/2)+2]M
4) Blur (AD&D p.140)
When a Blur spell is cast, the magician causes the outline of his form to become blurred, shifting and wavering. This distortion causes all ranged and melee attacks against the caster to be made with a modifier of twice the number of successes rolled by the caster, on the first attack, and a modifier equal to the number of successes rolled by the caster, on all successive attacks. It also increases the Target Number by +1 for any spell cast directly upon the caster of the Blur spell. A Detect Invisibility spell will not counter the effects of a Blur spell.
- Type: Physical
- Range: Self
- Target: 4
- Duration: Sustained
- Drain: (F/2)M
5) Itching (AD&D p.142 [under Irritation])
When cast, this causes each subject in the area of effect to feel an instant itching sensation to some portion of its body. If one Complex Action is not spent scratching, the creature is so affected that the next turns, until the spell’s effect stops, are spent squirming and twisting, effectively halving its armor ratings (both Ballistic and Impact), and adding a +2 modifier to all its Target Numbers. Doing nothing but scratching the itch for a full Complex Action prevents the rest of the effect. The spell lasts for a number of turns equal to the number of successes rolled by the caster.
- Type: Mana
- Range: LOS
- Target: Body (R)
- Duration: Sustained + special
- Drain: [(F/2)+1]S
6) Mirror Image (AD&D p.144)
When a Mirror Image spell is cast, the spellcaster causes a number of exact duplicates of the target to come into being around it. These images do exactly what the target does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual person/object. When an image should take damage from an attack or some other incident, either from a weapon, magic, an accident, or otherwise, it disappears, but any other images remain intact until struck. The images seem to shift every three seconds (at the end of each turn), so that if the actual target is struck during one turn, he cannot be picked out from among the images the next.
The number of images that appear is equal to the number of successes rolled by the caster. When the caster drops the spell, all remaining images disappear. Each image remains at a distance of one to two meters from the caster, and will move “through” walls and other objects, thus revealing itself as being an illusion.
If cast upon an unwilling target, the target is allowed a Resistance test.
- Type: Physical
- Range: Limited
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+2]L
7) Hallucinatory Terrain (AD&D p.158)
By means of this spell, the magician causes an illusion that hides the actual terrain within the area of effect. Thus open fields or a road can be made to look like a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to look like a grassy meadow, a precipice look like a gentle slope, or a rock-strewn gully made to look like a wide and smooth road. The illusionary terrain persists until the spell is dropped by the caster.
Anyone looking on it is allowed an Intelligence Resistance test (rolled secretly by the GM). Individual creatures may see through the illusion, but the illusion per persists, affecting others who observe the scene.
If the illusion only invokes a subtle change, such as causing an open wood to appear thick and dark, or increasing the slope of a hill, the effect may be unnoticed even by those in the midst of it. If the illusion is extreme, a grassy plain covering a seething field of volcanic mudpots, for instance, the illusion will no doubt be noticed the instant one person falls prey to it.
- Type: Mana
- Range: LOS
- Target: Intelligence(R)
- Duration: Sustained
- Drain: [(F/2)+1]S
8) Trid Hallucinatory Terrain
This is the same spell as above, but this one can be “seen” by technological viewing devices (note that cybereyes are considered natural).
- Type: Physical
- Range: LOS
- Target: Intelligence(R)
- Duration: Sustained
- Drain: [(F/2)+2]S
9) Illusionary Wall (AD&D p.159)
This spell creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until dispelled. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. This spell is an area-effect spell, and the wall is as large as the area of effect. However, the wall is almost two-dimensional, having a maximum thickness of a number if centimetres equal to the caster’s Magic Attribute.
Anyone looking at the wall to see if it is real or not (without touching it), rolls a Perception test. The Target Number is equal to the number of successes rolled by the caster, multiplied by two. Someone trying to touch the wall will immediately notice that the wall is not there, except if it was cast immediately in front of another wall.
- Type: Physical
- Range: LOS
- Target: 6
- Duration: Permanent (10 turns)
- Drain: [(F/2)+1]D
10) Invisibility (SRII p.156)
The spellcaster must touch the subject, who becomes invisible to normal light. Thermographic vision can still detect body heat, and the subject is completely tangible and detectable to the senses of hearing, smell, and so forth. Double the number of successes to get the Target Number for an observer’s Perception Test. A successful Perception Test means that the invisible person or thing has been noticed. The spell does not affect technological sensing systems (not including cybereyes which are considered natural because of the Essence Cost paid).
- Type: Mana
- Range: Touch
- Target: 4
- Duration: Sustained
- Drain: (F/2)M
11) Distant Invisibility
This spell works the same as the normal Invisibility spell (above), but with the exception that the target need only be in range of the spell. It does not have to be touched.
- Type: Mana
- Range: Limited
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+1]S
12) Improved Invisibility (SRII p.156)
Like the Invisibility spell, above, except that this spell affects technological sensing devices.
- Type: Physical
- Range: Touch
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+1]M
13) Improved Distant Invisibility
As the above Distant Invisibility spell, but this version also affects technological sensing devices.
- Type: Physical
- Range: Limited
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+2]S
14) Mass Invisibility
This spell is an area-effect version of the Distant Invisibility spell.
- Type: Mana
- Range: Limited
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+1]D
15) Improved Mass Invisibility
An area-effect version of the Improved Distant Invisibility spell.
- Type: Physical
- Range: Limited
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+2]D
16) Invisibility to Animals (AD&D p.200)
When an Invisibility to Animals spell is cast, the creature touched becomes totally undetectable by normal animals and some paranormal animals (Restricted Target: Animals). The subject can be seen if the creature has some form of sonar (such as that of a bat), thermographic vision or sense (also cybernetic variants), or Search power. The subject is still visible to all intelligent creatures (humans, meta humans, dragons, sasquathes, ghouls, etc.), and to dual-nature creatures. An unwilling creature is allowed a Willpower resistance test.
- Type: Mana
- Range: Touch
- Target: 4
- Duration: Sustained
- Drain: [(F/2)-1]L
17) True Seeing (AD&D p.182)
This spell allows the recipient to see all things as they actually are. The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become quite visible. Illusions are seen through. Shapechanged creatures appear in their true form (note that a Shapeshifter shows its animal form). The range of this new vision is equal to the caster’s Magic attribute multiplied by the number of successes rolled on the Spell Success test. True Seeing, however, does not penetrate solid objects; it in no way confers X-ray vision or similar visions.
Only the creature touched is affected. The Personal form of this spell has a Drain code of (F/2)L.
- Type: Physical
- Range: Touch
- Target: 4
- Duration: Sustained
- Drain: (F/2)S
18) Chaos (SRII p.155)
A target who fails to resist a Chaos spell is subject to massive distractions. The spell consumes all senses in a cloud of binding sights, fierce odors, and tickling sensations. A major distraction (+1 to all Target Numbers) is suffered for every extra success the spell has after being reduced by the Spell Resistance Test. This spell can also deceive technological sensing devices in addition to the target’s own senses.
- Type: Physical
- Range: LOS
- Target: Intelligence (R)
- Duration: Sustained
- Drain: [(F/2)+2]M
19) Chaotic World (SRII p.155)
This is an area-effect version of the Chaos spell.
- Type: Physical
- Range: LOS
- Target: Intelligence (R)
- Duration: Sustained
- Drain: [(F/2)+2]S
20) Confusion (SRII p.155)
This is an area-effect spell similar to the Chaos spell, except that the Confusion spell does not affect technological systems. Visual illusions fill the area, making it a place of shifting forms, dazzling lights, and pools of shadow. Those who fail to resist suffer distraction (+1 to all Target Numbers) for every two successes remaining after reductions from the Spell Resistance Test.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Duration: Sustained
- Drain: (F/2)S
21) Entertainment (SRII p.156)
This area-effect spell requires voluntary subjects. It creates obvious, but entertaining, illusions for all who wish to watch. The number of successes measures how entertaining the audience finds the illusion.
- Type: Mana
- Range: LOS
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+1]L
22) Trid Entertainment (TG p.130)
Similar to the Entertainment spell (above), this version can be “seen” by electronic cameras.
- Type: Physical
- Range: LOS
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+2]L
23) Spectacle (TG p.130)
A multi-sensory version of the Entertainment spell (above).
- Type: Mana
- Range: LOS
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+1]M
24) Trid Spectacle (TG p.130)
This version of the Spectacle spell listed above can be “seen” by electronic cameras.
- Type: Physical
- Range: LOS
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+2]M
25) Mask (SRII p.156)
This spell requires that the magician touch a voluntary subject. The subject assumes some physical appearance (same basic size and shape) chosen by the caster. The number of successes becomes the Target Number for Perception Tests by observers. This spell does not work through technological devices.
- Type: Mana
- Range: Touch
- Target: 4
- Duration: Sustained
- Drain: (F/2)L
26) Physical Mask (TG p.130)
Similar to the Mask spell (above), this version works against technological devices.
- Type: Physical
- Range: LOS
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+1]L
27) Vehicle Mask (TG p.130)
This spell works in a manner similar to the Physical Mask spell listed above, specifically affecting vehicles. The caster can only affect vehicles with a Body Rating equal to or less than one-half the magician’s Magic Attribute Rating (round down). To cast the spell, the caster must touch the vehicle.
- Type: Physical
- Range: Touch
- Target: 6
- Duration: Sustained
- Drain: (F/2)L
28) Hide Vehicle
This spell increases the Signature rating of the target vehicle, making it more difficult for other vehicles to hit it (see p.104 to 109, SRII, and/or p.106/107/126/127, Rigger Black Book for details). The increase in Signature is equal to one-half (round down) the number of successes rolled on the Spell Success test. The caster must touch the vehicle to cast this spell, and he can only affect a vehicle with a Body Rating less than, or equal to, one-half his Magic Attribute, rounding down.
- Type: Physical
- Range: Touch
- Target: Signature
- Duration: Sustained
- Drain: (F/2)M
29) Stimulation (SRII p.156)
The voluntary subject experiences a full sensory illusion of whatever type the spellcaster desires. This is usually a luxury spell bought by the rich and jaded, seeking sensations they cannot find in the real world. Successes measure the pleasure of the subject.
- Type: Mana
- Range: LOS
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+1]L
30) Overstimulation (TG p.130)
This spell stimulates the sensory centers of the target’s brain. As long as the spell lasts, the subject suffers penalties to all actions as if a number of boxes equal to the caster’s successes were filled in on the target’s Stun condition monitor. The penalties do not reflect actual damage, but only represent the spell’s effects. If the casting magician rolls 10 or more successes, the victim will be conscious but incapable of action.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Duration: Sustained
- Drain: [(F/2)+1]M
31) Stink (SRII p.156)
This area spell stimulates the sense of smell. Subjects within the area of effect make normal Spell Resistance Tests to reduce the magician’s successes. Each remaining success increases all of the victim’s Target Numbers by +1 because of the sickening effect of the smell’s stench.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Duration: Sustained
- Drain: [(F/2)+1]S
32) Insatiable Thirst (TOM p.21)
This spell instills in the victim an unsatiable desire to drink. The victim is allowed a Resistance Test to avoid the effect. If the roll can not offset all of the caster’s successes, the creature must consume any potable liquid it can find. Although poisons are not considered potable, a victim may not realize that a liquid is poisonous. The victim will not consume a liquid he knows to be poisonous.
No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, a creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) mey be willing to kill for drinkable fluids.
- Type: Mana
- Range: LOS
- Target: Willpower (R)
- Duration: Sustained
- Drain: [(F/2)+1]M
33) Nonsensical Nullifier (TOM p.22)
This spell scrambles the aura of the affectes creature, giving random results to reading the aura (p.90, TG).
When a protected creature is the focus of an attempt to read the aura, the information gained is randomly determined. Thus, a non-magical character could appear to be magical. If two characters both try to read the same aura, two random results are generated.
A new random result is generated at every attempt to read the aura; thus, continued observation usually results in different answers. The table below should be used to determine the result of the aura-reading (as always, no exact figures should be given to the player reading the aura).
2D6 roll Target appears to be/have
2 Essence: 1D6; Magic: Essence - 1
3 Real Essence and Magic; under effect of
Shapechange spell
4 Essence: 8; Magic: 1D6 + 2; Shapeshifter
(roll 1D6 for type: 1 = Bear, 2 = Fox;
3 = Leopard; 4 = Seal ; 5 = Tiger; 6 = Wolf);
dual-nature being
5 Essence: 0; Magic: 0
6 Essence and Magic ratings of person attempting
to read the aura
7 Essence: 1D6; Magic: 2D6 - 1D6 (never below 0)
8 Essence: 6; Magic: 0; dual-nature being
9 Essence: 1D6; Magic: 1D6
10 Essence: 2D6; Magic 0; dual-nature being
11 Free spirit of Force 2D6 (spirit type
determined by GM)
12 Dead
Page 90 of The Grimoire says that the aura shows whether or not the subject is under effects of a spell. However, the Nonsensical Nullifier cannot be detected in this way; that could give away its effect.
A character attempting to gain more information rolls a Perception (4) test as usual. However, substract the number of successes rolled on the Success Test for the Nonsensical Nullifier, from the successes rolled for the reading of the aura. If the Perception test does not generate enough successes, the GM makes up some random information (emotions, addictions, etc.).
A target that does not want to have this spell cast at him, may make a Willpower Resistance test.
- Type: Mana
- Range: LOS
- Target: Essence
- Duration: Sustained
- Drain: [(F/2)+1]S
34) Illusionary Artillery (TOM p.92)
This spell creates a vivid illusion of incoming fire (arrows, bullets, etc.) at a target area indicated by the caster (this is an area-effect spell). The illusion is complete, comprising both audial and visual elements. It is impossible for victims to determine where the missiles are coming from; creatures under attack notice the missiles only when they are about to strike.
The missiles never actually strike - they vanish centimeters above the victims’ heads and do no damage. The illusion is so terrifying, however, that victims must immediately make a Willpower test against the Force of the spell. If the test does not roll enough successes to overcome the successes rolled on the Spell Success Test, the victim(s) must attempt to take cover or run away on their next Action. The first time a group is the target of this spell, this Willpower test is made with no modifiers. The second and subsequent turns that the same group is attacked with this spell, they get a -1 modifier to the Target Number unless the unit has been the target of real fire in the interim. In this case, the -1 modifier does not apply.
- Type: Physical
- Range: LOS
- Target: Willpower (R)
- Duration: Sustained
- Drain: [(F/2)+2]M
35) Undetectable Lie
This subject of this spell can tell lies while being “scanned” by Analyze Truth and similar spells. The spell works by fooling the Analyze Truth spell into believing the subject is telling the truth. Every two successes rolled for the Undetectable Lie remove one success of the Analyze Truth spell. If the Analyze Truth spell has at least a single success in its favor, it works normally. The Undetectable Lie spell only works when the subject is speaking; if he writes a lie, a spell that can detect lies in writings can discover it normally. The Undetectable Lie spell does work against such manufactured devices as lie detectors, but only if they are used to verify the subject of the spell directly. The spell gives no “protection” if a recording of the subject is pulled through a lie detector.
- Type: Physical
- Range: Limited
- Target: 9 - Willpower
- Duration: Sustained
- Drain: [(F/2)+2]M
36) Misinformation
This spell was designed to counter the effects of Detection spells. If the target of a Detection spell is in the area of effect of the Misinformation spell, substract the number of successes rolled on the Spell Success Test for the Misinformation spell from the successes of the Detection spell. This will give the caster of the Detection spell less information.
- Type: Mana
- Range: Limited
- Target: 6
- Duration: Sustained
- Drain: [(F/2)+3]S
37) Color Spray (AD&D p.132)
Upon casting this spell, the magician causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. Every creature in the area must roll a resistance test; if the caster has two or three successes remaining in his favor, the creature is stunned (reeling and unable to think or act coherently) for one turn. Four to six successes on the part of the caster blinds the creature (+8 to all Target Numbers). Seven or more successes makes the creature fall unconcious for 1D6 turns.
- Type: Physical
- Range: LOS
- Target: 6
- Duration: Sustained
- Drain: [F/2)+2]S
38) Desire Reflection
This is actually a combined Detection/Illusion spell, but is considered to be an Illusion spell because its main part is an Illusion.
Desire Reflection gives the magician the power to discover the greatest desire of a single target within range, and then appear as that object. For the target to see through the illusion, it is allowed an Intelligence Resistance Test. The spell does not require a voluntary subject.
- Type: Mana
- Range: LOS
- Target: Intelligence
- Duration: Sustained
- Drain: [(F/2)+1]M (R)
39) Vacancy (AD&D p.163)
When a Vacancy spell is cast, the magician causes an area to appear to be vacant, neglected, and unused. Those who behold the area see dust on the floor, cobwebs, dirt, and other conditions typical of a long-abandoned place. If they pass through the area of effect, they seem to leave tracks, tear away cobwebs, and so on. Everything that is in the area appears to still be there, but covered in dust, etc. A creature entering the area is allowed an Intelligence test against the Force of the spell. If the test generates more successes than the caster rolled on the Spell Success Test, the creature notices that not all is as it seems. Failure means the creature believes the illusion.
Living things are not affected by this spell, but their presence does not otherwise disturb the spell.
- Type: Physical
- Range: LOS
- Target: 4
- Duration: Permanent (20 turns)
- Drain: [(F/2)+1]S
40) Delude (AD&D p.148)
By means of a Delude spell, the magician conceals his own Magic and Essence Ratings with that of a creature within range of the spell at the time it is cast. The creature must be of higher than animal intelligence for the spell to work; its own Magic and Essence Ratings remain unchanged. The creature need not remain in spell range after the spell has been cast.
The creature rolls a Resistance Test, rolling a number of dice equal to its Essence (rounded down) or Magic Rating (whichever is higher), with its successes reducing the caster’s. If the caster has any successes left, anyone assensing the magician must roll a Perception test against a Target Number 4. If this test does not roll more successes than the caster did on the Spell Success Test, the assensing character is fooled and sees the assumed Essence and Magic Ratings, and does not see that the magician is under the effect of the Delude spell. If the test rolls enough successes, the assensing character can see through the illusion, and sees the real Essence and Magic Ratings instead, and also sees that the magician is under effect of a spell.
- Type: Mana
- Range: Limited
- Target: 4
- Duration: Sustained
- Drain: [(F/2)+1]M

