Great Hallucination (VH)
Regular; Resisted by Will
Like Hallucination, but the subject’s entire environment can be falsified. He might see himself stranded on a cliff side, in a crowded city street, in the middle of a lake, etc. The only limits are the fiendishness of the caster’simagination and the judgment of the GM.
For any significant changes to occur in the subject’s new surroundings, concentration on the part of the caster is required, as per Hallucination. If the caster dramatically changes the subject’s perceptions, the subject may be given a new resistance roll, at the GMs option.
Example: the subject is “placed” on top of a giant pillar of stone over a lake of molten lava. By concentrating, the caster could cause the pillar to begin sinking or bucking beneath the subject’s feet, or cause a flying monster to appear. If the caster suddenly decided that the lava turned into a green meadow, however, the subject would get a new Resistance roll.
This spell can be used for positive effect; if the subject is required to walk a narrow log across a thousand-foot-deep chasm, he might find it easier if the log spans only a shallow streambed . . .
Duration: 1 minute.
Cost: 6 to cast. 3 to maintain.
Time to cast: 4 seconds.
Prerequisites: Magery 2 and Hallucination.
Item
- (a) Any item. Always on; only affects the wearer. When the item is created, the caster must specify the nature of the hallucination.
Energy cost to create: 2,500. - (b) Staff or wand. Usable only by mages.
Energy cost to create: 900.