Building Bhakashal - Extending the Game - Illusions and Illusion Magic
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Bhakashal is a cross between a retroclone and a setting, it is designed in the spirit of Blackmoor or Tekumel, to use parts of the D&D chassis, but to build it in new directions. I chose to do this rather than develop a whole new game primarily as I like the spells and magic items in the game. I think they are flavorful and fun. I wanted to build on that, lean into some things, walk back from others. To achieve this goal, for each spell casting class I have written a number of new spells, and I chose specific aspects of existing class spells to amplify. So for example, beastials (druids) in Bhakashal have spells related to plants, so Bhakashal adds several dozen new plant based spells. Todays discussion is Bhakashal's extension of illusion magic.
For Bhakashal I decided to specify a lot of things about illusion magic that were left open in AD&D. The main reason for this was to simplify things at the table and make for fewer problem adjudications. This included lore about magic (e.g. metaphysics) and flavor.
I also wanted to maintain the “Vancian” feel that AD+D had brought to spell casting. So I went directly to Vance for inspiration, in the foreword to Rhialto the Marvellous, he writes that magicians seek alliances with extraplanar entities to effect magic, entities that are, “… able and not unwilling to alter the environment in accordance with the message conveyed by the spell.”
I riffed off of that, in Bhakashal, phantasmists mastered the magic of accessing the psychic realm, and used this to control minds and cast illusions into minds. Then, one of their number, Khab Rune, contacted powerful beings on the plane of shadow, which has both darkness and light, and bargained with them for secrets. He learned the secret of pulling negative and positive plane energy from the plane of shadow to the prime material plane.
Because the psychic realm is non-spatial, channeling these energies through the psychic realm means that the phantasmist can bring them on to the prime material plane in any physical form (e.g. ray of light, mist), and in any place within a limited distance of them that they wish. For low level phantasmists, when these energies are channeled to the prime material plane they manifest as colored energy, a mix of light (positive plane energy) and darkness (negative plane energy) for all colors. This is the simple color spray spell.
When expanding phantasmist spells, Bhakashal developed them along the following lines:
Specific Illusions: Many of the spells presented here are really just formalizations of the generic illusion spell phantasmal force. By giving it a name, and detailing its effects, some of these spells are manifestations of “best practice” illusions. It makes sense that when someone figures out a neat illusion that helps in combat, it would become well known, imitated, and its creator would be immortalized by having their name associated with the spell.
Example:
Porgunn’s Majestic Multiplier
Level:1, Casting Time:1 segment, Range:1”, Duration:1 round per level, Area of Effect:individual, Components:S,M, Saving throw: none
Porgunn’s multiplier makes multiple images of the weapon and the hand and arm that holds it, so it is not possible to tell which one is real when the recipient attacks, and it is thus harder to defend against. Picture a victim of the spell suddenly having four arms growing out of their one shoulder and each has an identical sword in it. The number of illusory copies made is 1 for every level of the phantasmist. Every 2 duplicates worsens the effective AC of any recipient of the phantasmists attack with the duplicated weapon by 1 (e.g. 1st – 4th level phantasmist makes AC two categories worse). The material component of this spell is a pair of ivory spheres worth 50 gp each.
Mental Spells: Many phantasmist spells involve direct access to the mind, charm spells like hypnotic pattern, still others trigger emotions like confusion, confuse the mind directly, etc. This category produced some interesting cases. For example, phantasmists on this interpretation have access to the psychic realm, and are concerned with the mind and deception, fear, etc. Thus it makes sense they should have a sleep spell, they have spells that give nightmares and cause somnambulance and such, so this is apiece. But sleep is a showcase spell for MU’s as it allows them to take out low HD victims no save. So Bhakashal alters the spell to fit the phantasmist:
Arolian’s Chant of Unfathomable Slumber
Level:1, Casting Time:1 segment, Range:1” per level, Duration:Special, Area of Effect:3” + 1” per level, Components:V, Saving throw: neg.
When the phantasmist casts this spell they begin to chant in a low droning fashion. All creatures in the area of effect who can hear the drone must make a saving throw or fall asleep, e.g. slapping or wounding will awaken affected creatures, but noise will not do so. Awakening requires 1 complete melee round. Note that sleeping creatures can be slain automatically at a rate of 1 per slayer per melee round. The spell continues until the phantasmist stops chanting. If the phantasmist chants longer than an hour every turn thereafter they must save versus death magic or fall asleep.
So this is very different than a regular sleep spell, in that it requires a save, but it lasts longer and if the phantasmist can keep out of melee and not be interrupted it could have a good impact. The spell is powerful like the MU version, but different.
Sense Based Spells: There are a lot of sound based spells (the “physics” of sound and negative plane energy would be similar to that of light) and spells that allow the masking or enhancing of the senses. For example:
Peng Sang’s Omni vision
Level:2, Casting Time:2 segments, Range:6”, Duration:1 turn/level, Area of Effect:individual, Components:V,M, Saving throw: None
The omni vision spell allows the phantasmist to see 360 degrees around them and above for the duration of the spell. This negates the penalties associated with flank and rear attacks against them. It also makes it difficult for a target to sneak up on the phantasmist. The first time the phantasmist uses this spell they will suffer a -2 to hit due to disorientation, the second time -1, and subsequent times not at all. The phantasmist might thus decide to cast the spell on an unwitting victim to take advantage of the disorientation effects. In this case the victim would get a save. The material component of this spell is a pinch of copper dust and a small glass lens.
This spell also highlights something I have built into a few spells, namely the requirement of experience with the spell to avoid side effects where appropriate (e.g. the disorientation of this spell). It is also representative of another goal, to create spells that can help in combat, e.g. reducing the victim’s combat options or increasing those options for the phantasmist or a fellow party member (e.g. cast on the party fighter to help them in combat). In this case, it would pay for the phantasmist and the party fighter to drill before going adventuring so the fighter could take advantage of the spell’s combat bonus without distortion penalties.
Deception Spells: In addition to illusions, phantasmists in Bhakashal have many spells that misdirect or deceive the mind. One major theme is distraction; the phantasmist can manipulate observers to focus on the wrong thing, creating penalties, for example:
Rinson’s Redirection
Level:2, Casting Time:2 segments, Range:2”, Duration:1 round/level, Area of Effect:individual, Components:V,S, Saving throw: Neg.
When the spell is cast the phantasmist can redirect the interests of one individual opponent away from the phantasmist and to another task of their naming. The spell uses a low level ESP to divine surface information from the victim, which is then part of the redirection, so the phantasmist will glean some general details about the opponent. If the victim fails their save they will leave immediately to pursue the redirection for the duration of the spell.
So here there is no direct combat modifier or damage, but it could redirect a dangerous opponent away. Many of the spells below have no direct damage component; phantasmists specialize in redirection, not direct damage.
Negative/Positive Plane Energy Spells: Illusionists in AD&D have multiple “shadow” spells, and can summon actual shadows, so there is a kernel here of an idea that phantasmists can use negative and positive plane energy in its raw form to some degree There are spells in Bhakashal that do this, and some are useful against undead, making phantasmists another group that can fight undead successfully. This is needed as in Bhakashal not all seers (priests) turn undead, some turn other creatures. For example:
Rinnimar’s Chilling Touch
Level:1, Casting Time:1 segment, Range:contact, Duration:special, Area of Effect:one individual, Components:V,S,M, Saving throw: None
The phantasmist uses their ability to channel energy from the negative plane to chill their opponents. The phantasmist must make a “to hit” roll, if successful the victim takes 1-8 hp of damage + 1 hp per level of the phantasmist. Note that this spell will cause a volume of water equal to 1 gallon per level of the phantasmist to freeze solid. Creatures associated with heat and fire (e.g. fire elementals, efreeti, firenewts, etc.), take double damage from this attack if successful. Note that undead hit by this spell have their negative energy drained if they fail to save versus spell. Since the negative energy of the undead is drained, each time an undead is successfully hit with the spell the phantasmist gets one additional attack with the spell (not in the same round). If that additional attack hits, another is given, for up to 1 turn if all the “to hits” are made. The material component of this spell is a small piece of quartz.
With all of this in mind, here is the resulting spell list for phantasmists, which includes selected spells from the AD&D 1e PHB and Unearthed Arcana, as well as over 200 new spells from Bhakashal:
Phantasmists
Random allocation of spells for NPCs and in treasure hoards, and randomized spell lists for PC patrons mean that you will have a significant degree of variation in your phantasmists, as there will be much less of a tendency for the same spells to come up. This may or may not be to your liking, so you can always just pick spells, but Bhakashal was designed to take advantage of the randomization to produce tactical opacity at the game table, something that adds significantly to the challenge and thus excitement of the combat.
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