Battle Illusion

Level 9Hazard (Complex)
HazardUniqueMediumRemaster
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Unique
Complex Hazard
Stealth +24
Disable DC 30 occultism or DC 30 religion (expert) twice to weaken the haunt or Dispel Magic (4th rank; counteract DC 27) to counteract the illusions
Recall Knowledge occultism DC 36

Abilities

Cries of Waroffensive

Trigger Two or more creatures enter the haunt's area --- Effect Each creature sees the forms of nearby allies shift and fade, replaced with hostile One Eye orcs. Each creature in the area must attempt a DC 30 will save. The haunt then rolls initiative. --- Critical Success The creature sees through the illusions and is temporarily immune to the haunt's routine for 1 minute. Success The creature is unaffected. Failure The creature believes the illusions are true; if they become Confused by the haunt's routine, they can't attempt flat checks to end the confused condition when they take damage. Critical Failure As failure and the creature is filled with feelings of abandonment and betrayal. When the creature rolls against the haunt's routine, they must roll twice and take the worse result. This is a misfortune effect.

Description

The scene of the arid Cinderlands melts away as the water of the river refills and green grass spreads across the land. The sounds of battle can be heard everywhere and all allies have vanished, murderous orcs from the One Eye Hold taking their place.