Magic Actions

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Illude

Concentration: Yes

Skills: Arcana, Verse

Basic Spell: To illude is to deceive, to misdirect, to confound, and that is precisely what this spell does. It allows the character to create wondrous - and even frightening - images and manifestations that, while seeming to be real, are little more than images and sounds. The default difficulty is Easy (). If the check succeeds, the character creates an illusion of an object no larger than silhouette 1 or a creature no larger than silhouette 0 (such as an animal, elemental spirit, magical creature, or undead monstrosity). These appear within short range of the character. The manifested illusion makes no sound and remains at the point of summoning until the end of the character's next turn.

If the character creates an illusory creature, the creature behaves in a way determined by the character, but cannot move outside of engaged range from the point where it manifested. Additionally, the character can establish a trigger and a response from the illusion. For instance, the trigger for an illusion of a large, warlike barbarian may be if someone approaches and the response could be "threaten the creature who approaches." Illusory objects and creatures cannot be interacted with in any way.

If someone attempts to hide behind an illusionary manifestation, the illusion provides a number of equal to its silhouette on Perception checks made to detect the hidden individual, but does not provide added defense normally associated with cover.

If the illusion acts in any way that is inconsistent with the behavior it should have based on its appearance (e.g.: a sword that ties itself in a knot) or simply seems significantly out of place (e.g.: the illusion of a velociraptor manifested in modern-day Manhattan), a viewer may attempt to disbelieve the illusion. The base difficulty to disbelieve an illusion is Average ().

Illude Additional Effects
Effects Difficulty Mod
Additional Manifestation: The spell manifests one additional illusion. In addition, after casting the spell, you may spend to manifest one additional illusion (and may trigger this multiple times, spending each time.) +
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Medium Manifestation: The character may manifest an illusion of an object no larger than silhouette 3 or creature no larger than silhouette 2. +
Sound: The character may add sounds to their illusion, making the illusion more believable. Increase the difficulty to disbelieve the illusion by 1. +
Improved Illusion: The character's illusions become sharper, more true-to-life. In addition, after casting the spell, you may spend to allow the illusion to move one range band away from its point of origin (and may trigger this multiple times, spending each time). Upgrade the difficulty to disbelieve the illusion twice. +
Grand Manifestation: The character may create an illusion of an object no greater than silhouette 5 or a creature no larger than silhouette 3. +

Shroud

Concentration: Yes

Skills: Arcana, Primal, Verse

Basic Spell: Arcane, Primal, and Verse spellcasters possess the ability to hide objects and creatures, even making themselves invisible! The character selects one silhouette 0 target they are engaged with, then makes an Arcana, Primal, or Verse check. The default difficulty of the check is Easy (). If the check is successful, until the end of the character's next turn, increase the difficulty of any check made to see the selected object by one, and further increase the difficulty by one for every uncancelled after the first. Additionally, increase the ability of any Stealth checks made by the target by one, and further increase the ability by one for every uncancelled . The target of the base spell may not be the caster, even if the caster is silhouette 0.

Shroud Additional Effects
Effects Difficulty Mod
Additinal Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend to affect one additional target within the range of the spell (and may trigger this multiple times, spending each time). +
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Medium Shroud: The spell may target an object or creature up to silhouette 2, and may include the caster. +
Displacement (Primal Only): The spell refracts light surrounding the target, making the target appear not quite where it actually is. The target gains melee and ranged defense equal to 1, and further increases this source of melee and ranged defense by one for every uncancelled after the first. +
After Image (Verse Only): The spell leaves an phantasmal after-imaage of the target in the position where it was when the spell was cast. The after-image remains as long as the spell is active. As long as the target moves to at least short range from it, add all Perception checks made to locate the target. Add an additional to the check for each uncancelled after the first. +
Empowered: The spell increases the difficulty of any check made to see the selected object by one per uncancelled rather than the normal effect. Additionally, it increases the ability of any stealth check made by the target by one per uncancelled rather than the normal effect. +
Grand Shroud: The spell may target an object or creature up to silhouette 4. +
Intangibility (Arcana Only): The spell grants limited intangibility. The target is able to pass through objects no greater than silhouette 0 and creatures no greater than silhouette 2 as if they were not there. The target cannot interact with physical objects, attack an opponent, or be attacked while intangible. If the target attempts to pass through a wall or other barrier up to six inches thick, the caster must make an Easy () Discipline check to maintain concentration. The difficulty of this check is increased by one for each additional six inches of thickness. +
True Invisibility: The spell grants true invisibility to the target. The target may not be detected visually by any mundane means. If a target who is not the caster performs any attack action, the caster must make a Discipline check to maintain their concentration. The difficulty of this check is equal to the target's attack skill and associated characteristic (e.g.: if the target makes a Brawl attack with Brawn 4, Brawl 3, the caster must make a Daunting () Discipline check to maintain concentration). If the target is the caster, an attack action performed by the target breaks concentration, causing the effects to end immediately. +