Trickery - networkingguru/incursion-roguelike GitHub Wiki

Trickery

TRICKERY
  Granted Power: Bluff, Hide, Move Silently and Pick Pocket are considered to be priest class skills for you.
Offered By: Aiswin, Asherath, Maeve, Semirath, Xel.
Trickery Domain Spells:
  1: Change Self (Illusion)
Level: Mage 1, Trickery 1, Assassin 1, Twilight Huntsman 1
Mana: 5. Base Success: 90%.
  Casting this spell crafts a dynamic illusion over your body, allowing you to use the Disguise skill with a +10 magic bonus. The spell also removes the need to spend an hour preparing the disguise, and removes the need for a disguise kit. However, the effect is an illusion, and is automatically penetrated by anything which penetrates illusions, including true sight.
  2: Invisibility (Illusion)
Level: Mage 2, Trickery 2, Moon 2, Bard 2, Assassin 2
Mana: 5. Long duration. Base Success: 60%.
  Renders a chosen character unseen by others. The the effect is cancelled if the character attacks. The magic creates a faint shimmering effect around the character's location that might be spotted by powerful (CR 5+) creatures when the invisible creature moves within 30 feet, or if they are alerted by the invisible creature making noise or turning invisible within their line of sight. A Spot check (DC 20) allows them to discern the invisible creature's location (as an unclear shape -- they still cannot 'see' the creature) for the remainder of the day. Even if the invisible creature drops and reactivates her invisibility magic, alerted monsters will still be able to track her via this shimmer. However, creatures only get one Spot check per day to notice the shimmer of an invisible creature.
  3: Nondetection (Illusion)
Level: Mage 3, Trickery 3, Bard 3, Ranger 2, Assassin 3
Mana: 25. Persistant. Base Success: 100%.
  The warded creature or object becomes difficult to detect by divination or other non-standard means. Scent, Telepathy and Detection are all blocked. The creature can still be tracked or perceived visually. Note that this does *not* by itself hide or otherwise make the wearer invisible.
  4: Confusion (Enchantment) [Mind-Affecting]
Level: Mage 4, Trickery 4, Chaos 3, Bard 3, Alienist 4, Twilight Huntsman 3
Will negates. Mana: 8. Base Success: 75%.
  Causes all living creatures within 30 feet of the target point to become confused, if they fail a Will saving throw.
  5: Displacement (Illusion)
Level: Mage 3, Trickery 5, Mysticism 3, Bard 3, Assassin 3
Mana: 30. Persistant. Base Success: 100%.
  Causes the caster to appear to be about 2 feet from where he actually is, thereby giving all attacks -- ranged and physical -- against him a 50% miss chance.

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