The Scholar of Wexos spied the roughshod orc scout before the latter saw him. Thinking quickly, the illusionist cast a spell and waved for his companions to hurry to his side.
“Do not attack the orc, just let him see us and he will run,” the Scholar of Wexos told his fellow adventurers.
As the orc shambled through the brush the brute looked up, mouth agape and turned and fled, eyes wild and full of fear.
Back at the orc camp the captain of the orcs began to panic himself.
“Two hundred you say?” the captain asked in disbelief. “We had better pack our camp and run, our thirty are no match for two hundred!”
Range: Twenty feet per level of magic-user
Duration: One hour per level of wizard
A seemingly silly spell at first, Numberjumble causes a target to lose their understanding of numbers. To be effective, the victim of the spell must be intelligent enough to understand numbers and basic computations in the first place. Those affected will no longer understand or recognize basic numbers and will perceive any amount as something radically different. For the entire duration of the spell. In simple applications this can be amusing and somewhat disquieting, in more complicated scenarios this can cause great tragedy, miscalculation of enemy numbers and uneven ratios when mixing elixirs and concoctions. Not to mention that everyone around the victim of the spell who understands numbers will think that the target has cracked. The LL/GM should grab the appropriate number of dice and add, subtract, multiply or divide to come up with the new number that the victim perceives.
Option: After 3rd level the illusionist may select the number themselves, planting the number in the target’s mind.