Hallucinatory Terrain (Sorcerer/Wizard Spell): Difference between revisions

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{{Template:Spell
{{Template:WizardSpell


<!-- Spell Level -->
<!-- Spell Level -->
<!-- Values: Integer (spell level if castable) or leave blank (if not
<!-- Values: Integer (spell level if castable) or leave blank (if not
available to listed class) -->
available to listed class) -->
| Alchemist =  
| Alchemist=<onlyinclude>{{#ifeq:{{{transcludesection|Alchemist}}}
| Bard = 4
| Alchemist|
| Cleric =  
}}</onlyinclude>
| Druid =  
 
| Paladin =  
| Bard=<onlyinclude>{{#ifeq:{{{transcludesection|Bard}}}
| Ranger =  
| Bard|
| Sorcerer/Wizard = 4
}}</onlyinclude>
 
| Cleric=<onlyinclude>{{#ifeq:{{{transcludesection|Cleric}}}
| Cleric|
}}</onlyinclude>
 
| Druid=<onlyinclude>{{#ifeq:{{{transcludesection|Druid}}}
| Druid|
}}</onlyinclude>
 
| Paladin=<onlyinclude>{{#ifeq:{{{transcludesection|Paladin}}}
| Paladin|
}}</onlyinclude>
 
| Ranger=<onlyinclude>{{#ifeq:{{{transcludesection|Ranger}}}
| Ranger|
}}</onlyinclude>
 
| Sorcerer/Wizard=<onlyinclude>{{#ifeq:{{{transcludesection|Sorcerer/Wizard}}}
| Sorcerer/Wizard|6
}}</onlyinclude>


| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School|[[illusion]]
| School|[[Illusion]]
}}</onlyinclude> (glamer)
}}</onlyinclude>
::'''''Elemental School:''''' [[Wood (Arcane School)|wood]] 4


| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime|10 minutes
| CastTime|Standard
  <!-- Values: Immediate, Standard, FullRound (full round), Ritual, or anything else. -->
}}</onlyinclude>
}}</onlyinclude>


| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components|V, S, M
| Components|V, S
}}</onlyinclude> (a stone, a twig, and a green leaf)
}}</onlyinclude>


| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
| Range|long (400 ft. + 40 ft./lvl)
| Range|Close
  <!-- Values: Self, Touch, Close, Medium, Long, or anything else -->
}}</onlyinclude>
}}</onlyinclude>


| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target|one 30-ft. cube/lvl (S)
| Target|Image of one terrain segment ten feet wide and ten feet tall per five caster levels, 2 at 6th, 3 at 11th, 4 at 16th, 5 at 21st, 6 at 26th, 7 at 31st.
}}</onlyinclude>
}}</onlyinclude>


| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration|2 hours/lvl (D)
| Duration|Year
  <!-- Values: Instant, Concentration, 1Round, Combat, Encounter, Day, Moon, Year, or anything else -->
}}</onlyinclude>
}}</onlyinclude>


| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save|[[WILL]] disbelief (if interacted with)
| Save|none; see text
  <!-- Values: None,
      FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
      ReflHalf, ReflNegates, HReflHalf, HReflNegates,
      WillHalf, WillNegates, HWillHalf, HWillNegates, or anything else
  -->
}}</onlyinclude>
 
| Save-DC=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC}}}
| Save-DC|Strong
  <!-- Values: None, Weak, Strong, Hybrid, or anything else -->
}}</onlyinclude>
 
| Lays-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Charge}}}
| Lays-Charge|
  <!-- Values: Y, or leave blank -->
}}</onlyinclude>
 
| Lays-Dual-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Dual-Charge}}}
| Lays-Dual-Charge|
  <!-- Values: Y, or leave blank -->
}}</onlyinclude>
 
| Charge-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Charge-Notes}}}
| Charge-Notes|
}}</onlyinclude>
}}</onlyinclude>


| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR|no
| SR|
  <!-- Values: Y, or leave blank -->
}}</onlyinclude>
}}</onlyinclude>


| Description =You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.
| Description =You make absent-minded sounds as you work busily, 'building' a landscape before you...out of nothing. If more than one segment of Hallucinatory Terrain is cast adjacent to another, their appearance can be made to merge seamlessly. The ten by ten foot images can be arranged in any fashion the caster desires, vertically, horizontally, at angles, in curves, etc.
 
: This spell works like [[Illusory Wall (Sorcerer/Wizard Spell)]], except it creates the [[Illusion]] of a natural setting. Note that in no instance does this spell ever hide creatures, objects, or structures, but it will make such creatures, objects, or structures appear as natural seeming as possible, although making a Roc inconspicuous by making its nest look like a meadow is not going to be very believable.
 
: Hallucinatory Terrain is a fairly narrow magic, only creating surfaces, but it is comparatively strong, in exchange for its narrow focus. It appears absolutely real when viewed with any standard sense, even touch. A light brush of the fingers across Hallucinatory Terrain is fooled.  Sound echoes and reverberates from the Terrain as if real. It stops scent, tremorsense, even such exotic things as lifesense or mindsense. But, if given a firm push, or walked into or upon, or an object is thrown with enough force to cause damage, such physical objects can pass through it without difficulty.
 
: As such, this image is nearly impossible to detect without either witnessing the presence of the magic, having external knowledge of its existence, or, exhaustively thorough search methods. Simply walking past such an image without interacting with it or having special knowledge will never allow a saving throw against it.
 
: When the spell is used to hide pits, traps, or normal doors, any non-sense-based detection abilities that do not require line of sight work normally. A firm, probing search reveals the true nature of the surface, though even such thorough measures do not cause the Hallucinatory Terrain to disappear. Although the caster can see through his Illusion, other creatures cannot, even if they succeed at their save (but they do learn that it is not real, and can see the edges and extent of the effect, as if it were a different color or texture than real terrain).


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Makes one type of terrain appear like another (field as forest, or the like).
| ShortDesc|Appears like any sort of natural terrain, but does not conceal structures or creatures.
}}</onlyinclude>
}}</onlyinclude>


| Reviewed = N
| Reviewed=<onlyinclude>{{#ifeq:{{{transcludesection|Reviewed}}}
| Reviewed|Y
<!-- Values: N (not reviewed) or Y (reviewed); blank defaults to "N" -->
}}</onlyinclude>
}}
}}

Latest revision as of 11:19, 30 September 2019

Level: Sorcerer/Wizard 6
School: Illusion

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S

Effect

Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: Image of one terrain segment ten feet wide and ten feet tall per five caster levels, 2 at 6th, 3 at 11th, 4 at 16th, 5 at 21st, 6 at 26th, 7 at 31st.
Duration: A year and a day
Saving Throw: none; see text
Save DC: 10 + caster stat modifier + 1/2 caster level
Spell Resistance: Yes

Description

You make absent-minded sounds as you work busily, 'building' a landscape before you...out of nothing. If more than one segment of Hallucinatory Terrain is cast adjacent to another, their appearance can be made to merge seamlessly. The ten by ten foot images can be arranged in any fashion the caster desires, vertically, horizontally, at angles, in curves, etc.
This spell works like Illusory Wall (Sorcerer/Wizard Spell), except it creates the Illusion of a natural setting. Note that in no instance does this spell ever hide creatures, objects, or structures, but it will make such creatures, objects, or structures appear as natural seeming as possible, although making a Roc inconspicuous by making its nest look like a meadow is not going to be very believable.
Hallucinatory Terrain is a fairly narrow magic, only creating surfaces, but it is comparatively strong, in exchange for its narrow focus. It appears absolutely real when viewed with any standard sense, even touch. A light brush of the fingers across Hallucinatory Terrain is fooled. Sound echoes and reverberates from the Terrain as if real. It stops scent, tremorsense, even such exotic things as lifesense or mindsense. But, if given a firm push, or walked into or upon, or an object is thrown with enough force to cause damage, such physical objects can pass through it without difficulty.
As such, this image is nearly impossible to detect without either witnessing the presence of the magic, having external knowledge of its existence, or, exhaustively thorough search methods. Simply walking past such an image without interacting with it or having special knowledge will never allow a saving throw against it.
When the spell is used to hide pits, traps, or normal doors, any non-sense-based detection abilities that do not require line of sight work normally. A firm, probing search reveals the true nature of the surface, though even such thorough measures do not cause the Hallucinatory Terrain to disappear. Although the caster can see through his Illusion, other creatures cannot, even if they succeed at their save (but they do learn that it is not real, and can see the edges and extent of the effect, as if it were a different color or texture than real terrain).

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30