Illusionist

What is real and what is fantasy? The magic you study blurs the lines between fact and fiction. You create images, sounds, and sensations, and as your skill grows, the ability of others to discern their falsity diminishes until you seemingly alter reality. Your magic preys upon the senses, forcing others to perceive things that aren’t there or overlook features that are.

Level 7 Illusionist

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Illusion, Spells: One master
Illusion Expertise: Gain one Illusion talent of your choice.
There/Not There (Magical): Whenever you dodge an attack, you increase the number of banes imposed on the roll by 1. If the roll results in a failure, you disappear from the space you occupied and appear in an empty space within 5 yards of the one you left. Once you use this talent, you lose access to it for 1 minute.

Level 8 Illusionist

Health: +6
Spells: One master
Potent Illusion (Magical): Illusions you create with spells that normally end when touched persist. When you make an attribute roll as part of casting an Illusion spell, you roll with 1 boon. When a creature would make an attribute or luck roll to resist your Illusion spell or to discern that an effect is illusory, you impose 1 bane.
Swift Illusion (Magical): You can use this talent at the start of your turn. Increase the number of actions you can use by one for that turn. You can use this action only to cast a novice Illusion spell. At level 10, you can cast an expert Illusion spell instead. Once you use this talent, you lose access to it (luck ends).

Level 10 Illusionist

Health: +6
Spells: One master
Emulate Spells (Magical): You can use this talent immediately after you finish a rest. Choose one novice spell, one expert spell, and one master spell. These spells can come from any tradition. You can cast each spell once. When you cast the spell, you lose knowledge of it.