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Avendar

Phantasmal Mirror

Type
spell
Lag
1.0 rounds
Cost
65 mana
Classes
air scholar (45)
Spheres
air
See also
empower phantasm, release, disbelieve, phantasm
Cooldown (copy): 8 - 12 hours, varies by skill
Cooldown (creation): 1 hour
Syntax: cast 'phantasmal mirror' copy <target_mob>
        cast 'phantasmal mirror' <phantasm_name>
        cast 'phantasmal mirror' <phantasm_number>

With mastery of illusion magics far beyond those of even other air magi, the adherents to the endless facade eventually learn to weave phantasms so convincing as to be able to inflict real physical harm on others. These illusions are crafted in such detail that they can often fool even the scholar's colleagues, trained though they might be in disillusionment.

To learn such a phantasm, the mage first must study some existing being; this is done by casting the spell with the COPY argument, so as to spin a web of magics about the target and begin to learn them. Some may consider such an act aggressive; even those who do not will find it rude, and often the caster will suffer some loss of faction status as a consequence. The caster must remain in the same room as the target for some time to fully study him; should either leave the room before this time, the spell will fail. After learning the basics of mirroring the target, the caster may continue to study him in the hopes of gaining bonus empowerments to the resultant phantasm. While deeper study increases the odds of this happening, particularly with more powerful target, there is ultimately no guarantee that it will offer any advantage over the faster basic study. This advanced study is automatic so long as the caster remains in the same room as the target.

Once a phantasm is learned, the caster may reproduce it by casting the spell without the COPY argument, instead specifying the name or number of the phantasm, as listed by the PHANTASM command. The caster may not learn more than eight phantasms in total, nor may he maintain more than one copy of any given phantasm at once. Otherwise, the only limit to how many phantasms the caster may maintain is his own ability to sustain them, for each phantasm will draw down his mana until it is depleted.

While under the mage's control, a phantasm will fight for him and respond to most orders. Should the caster wish to dismiss a phantasm at any time, he should use the RELEASE command. It is also possible for anyone to DISBELIEVE the phantasm, thus banishing it with intense concentration.

If the caster falls asleep at any time while maintaining phantasms, they will be immediately dispersed.

Since the phantasms are ultimately nothing more than illusion, they cannot be killed by normal means. When they would otherwise take damage, the caster's mana is drained instead from the strain of keeping the illusion plausible. When first learned, phantasms tend to be rather weak; a well-trained mage may ameliorate this situation through use of the empower phantasm working.

Primary Attributes: Intelligence, Charism.