Evil Mentalism-Mind Illusions

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Area of Effect
Duration
Range
1 Jumbled Text 1 target 1 hr/10 fail 100 ft
2 Hypochondria 1 target 1 day/lvl 100 ft
3 False Sense I 1 target 1 rnd 100 ft
4 Misleading I 1 target 1 min/5 fail 100 ft
5 Lesser Phantom 1 target 1 min/10 fail 100 ft
6 Waking Dream I 1 target 10 min/10 fail 100 ft
7 Mistaken Identity I 1 target 1 min/lvl 100 ft
8 Misleading III 1 target 1 min/5 fail 100 ft
9 False Sense II 1 target 2 rnds 100 ft
10 Minor Phantom 1 target 1 min/10 fail 100 ft

Mind Illusions

Evil Mentalism List



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  • 01 - Jumbled Text
All text that the target reads will appear jumbled (and is indecipherable).

  • 02 - Hypochondria
The target believes that he is very ill (or sicker than he actually is). The GM should base the severity of the “imaginary” illness upon the amount the target fails his RR by (e.g., if he fails his RR by more than 50, he might think he is terminally ill).

  • 03 - False Sense I
The target will perceive something incorrectly through one of his senses. For example, he might see something out of the corner of his eye, or hear something that isn't there. The sensory effect cannot last longer than one round.

  • 04 - Misleading I
The target’s perception is skewed. All maneuvers involving Awareness • Searching skill receive a special modification of -10 (this applies to orientation rolls as well).

  • 05 - Lesser Phantom
The target is attacked by a creature of shadow. The creature is actually an mental illusion and only the target sees the creature. The creature will immediately attack the target (in melee). The creature has an AT of 1; but has the same DB, OB, and Hits as the target (use the target’s highest melee OB as the creature’s OB). If the caster casts spells upon himself (e.g., Haste), the creature acts as if affected by the same spell. The creature is immune to spell attacks. If the creature is slain (by killing or incapacitating it), the spell is cancelled.

  • 06 - Waking Dream I
The target will view things as if he were in a dream. His reactions are slowed (he suffers a -10 to all actions). In addition, he will sometimes perceive things differently than they actually are. The GM should roll for each event that occurs with a 10% chance that the event is mistaken. For example, the target might see an approaching horse as a large wild animal; or he might see the charging Orc as a messenger bringing news. Note that the caster has no control over what the target perceives or how he perceives it.

  • 07 - Mistaken Identity I
The target will believe that the next person he sees is someone else. At the time of casting, the caster choose what type of person the target sees. For example, he might see a servant entering the palace gate instead of the skulking figure. If the next person attacks the target, the effects of this spell are cancelled.

  • 08 - Misleading III
As Misleading I, except penalty is -30.

  • 09 - False Sense II
As False Sense I, except affects up to 2 senses and the effect can last for up to 2 rounds.

  • 10 - Minor Phantom
As Lesser Phantom, except the creature has an AT of 3.


Special Notes
Many of these spells affect a target(s) perception of a situation. The duration for the spell is how long they will incorrectly perceive the situation. At the end of the duration, if the situation has ended, the target will remember the situation incorrectly (as that was how he perceived it).

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Area of Effect
Duration
Range
11 Waking Dream II 1 target 1 min/lvl 100 ft
12 Misleading V 1 target 1 min/5 fail 100 ft
13 False Sense III 1 target 3 rnds 100 ft
14 Mistaken Identity II 1 target 1 min/lvl 100 ft
15 Greater Phantom 1 target 1 min/10 fail 100 ft
16 False Sense IV 1 target 4 rnds 100 ft
17 Misleading VII 1 target 1 min/5 fail 100 ft
18 Waking Dream III 1 target 1 min/lvl 100 ft
19 False Sense V 1 target 5 rnds 100 ft
20 Phantom True 1 target 1 min/10 fail 100 ft

Mind Illusions

Evil Mentalism List



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  • 11 - Waking Dream II
As Waking Dream I, except actions suffer a -20 penalty, and the chance of perceiving things incorrectly is 20%.

  • 12 - Misleading V
As Misleading I, except penalty is -50.

  • 13 - False Sense III
As False Sense I, except affects up to 3 senses and the effect can last for up to 3 rounds.

  • 14 - Mistaken Identity II
As Mistaken Identity I, except the target mistakes the next person he sees for a specific person. For example, he might see the Chamberlain entering the throne room, instead of a burglar.

  • 15 - Greater Phantom
As Lesser Phantom, except the creature has an AT of 11.

  • 16 - False Sense IV
As False Sense I, except affects up to 4 senses and the effect can last for up to 4 rounds.

  • 17 - Misleading VII
As Misleading I, except penalty is -70.

  • 18 - Waking Dream III
As Waking Dream I, except actions suffer a -30 penalty, and the chance of perceiving things incorrectly is 30%.

  • 19 - False Sense V
As False Sense I, except affects up to 5 senses and the effect can last for up to 5 rounds.

  • 20 - Phantom True
As Lesser Phantom, except the creature has an AT of 12.


Special Notes
Many of these spells affect a target(s) perception of a situation. The duration for the spell is how long they will incorrectly perceive the situation. At the end of the duration, if the situation has ended, the target will remember the situation incorrectly (as that was how he perceived it).

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Area of Effect
Duration
Range
25 Misleading True 1 target 1 min/5 fail 100 ft
30 Mistaken Identity True 1 target P 100 ft
50 Waking Dream True 1 target P 100 ft
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Mind Illusions

Evil Mentalism List


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  • 25 - Misleading True
s Misleading I, except penalty is -100.

  • 30 - Mistaken Identity True
As Mistaken Identity I, except the target will permanently confuse the next person he sees with someone else. Each time he sees that person, there is a 50% chance that he will mistaken them for someone else.

  • 50 - Waking Dream True
As Waking Dream III, except for the duration and the target suffers a -40 to all actions, and the chance of perceiving things differently is 40%.


Special Notes
Many of these spells affect a target(s) perception of a situation. The duration for the spell is how long they will incorrectly perceive the situation. At the end of the duration, if the situation has ended, the target will remember the situation incorrectly (as that was how he perceived it).