An illusionist's first "damaging" spell. Effects only one target. Save is to half effect with an
automatic chance of disbelieving (ego x 3%). One target is enchanted to believe an attack of some kind
occurs, either directly upon him or her or within a 5'r + 1'r per level. It does a maximum of half the mage's
level in d6 per turn, or the mage's level in dice if all at once, and the duration is forfeit. The mage may
choose any of the following possibilities:
Restrict Mobility: web, mire, shackles, etc.
Restrict One Sense: blinding light, mists, cacophany, etc.
Fool Victim's Perceptions: faked transport to a Netherworld, falling into a pit, an ally is attacking, etc.
This cannot cancel the impressions of the real scene, it only ADDS more.
Fool Victim about their State: naked on the battlefield, spewing forth blood from terrible wounds, etc.
Damaged by a magical force: puncture, fire, etc. The illusion must learn individual types and practice
them often. Truesight doesn't help against this damage, the result affects the victim spiritually not visually.
Notes on Illusory Forces:
Caster Level Damage Experience Will Effect Healtime/pt.dam
1 - 3 preconscious animals, berserkers 5mt/lev
4 - 6 conscious nonmages/psychics min/lev
7 - 9 unconscious psychics & mages 5mins/lev
10-12 spiritual magic beings 30mins/lev
13+ life essense all beings as normal dam
The last catagory is the only one to affect angels and beings of religious or mythic origin. Spiritual forces
suffice to harm elementals, demons, undead, etc. The rest should be clear.