Potestas: a D&D3E supplement

Spells

False Conjuration

Illusion (Shadow) [Arcane]
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: Yes
Minimum Power Points: 7

You create out of darkness a quasi-real, illusory creatures, objects, or forces. This spell can mimic any arcane conjuration (creation) or conjuration (summoning) spell with up to 5 Power points expended.
False conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.
Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.
Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to false conjuration's Power points rather than the simulated spell's apparent Power points. In addition, any effect created by false conjuration allows spell resistance, even if the spell it is simulating does not. False objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work.
A false creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as false). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a false creature, however, the false creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the false creature's defence bonuses are one-fifth as large.
A creature that succeeds on its save sees the false conjurations as transparent images superimposed on vague, shadowy forms.
Objects automatically succeed on their Will saves against this spell.
Restriction: as an arcane spell, only arcane spellcasters can learn and cast this spell. This spell must be cast at night.
Heightened: Each additional Power point increases the maximum Power points in the simulated evocation spell. At 10 Power points, the spell increases the effect taken by disbelieving creatures to two-fifths (40%). At 13 Power points, the spell increases the effect taken by disbelieving creatures to three-fifths (60%). At 17 Power points, the spell also increases the effect taken by disbelieving creatures to four-fifths (80%).


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 18 March 2005