Chapter III · Magic Traditions

Illusion — a school of magic —

Illusion magic fools the senses. The simplest spells affect just one sense—people see things that aren’t there or hear phantom noises. Advanced spells can transform the appearance of areas, making what is foul seem a sumptuous, lavish paradise. They can mask dangers or hide entire areas from view. They can also make victims believe they have been harmed and even create hideous things that seem so real their claws and teeth open actual wounds. These spells trick the mind into believing their…

18 of 33 Common Class Has Talents
Sigil Nº 18
Class Common
Illusion Magic Traditions
[ sigil plate · illusion ]
The Spellbook Magic Traditions

Illusion Spells listed by level

Reference during play

MINDLESS IMMUNITY: A target lacking an Intellect score is immune to harm from Illusion talents and spells.

Illusion Talents

DISTORT APPEARANCE (Magical): When you use a reaction to dodge, you become blurred. For 1 minute, you impose 1 bane on rolls to attack you and rolls against your Agility by creatures that can see you. Creatures with the True Vision trait are immune to this effect. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. FALSE HARM (Magical): You can use an action to make a creature believe it has suffered an injury. Target one flesh-and-blood enemy within 10 yards. Make an Intellect roll against its Intellect. On a success, the target reduces its Health by 10 (luck ends). The Health reduction increases to 15 at level 3, or 20 at level 7. On a critical success, the target reduces its Health by 10 more. ILLUSORY IMAGE (Magical): You can use an action to create a visual illusion. Target one Size 2 space you can see within 10 yards. An image of a creature, object, or some other visual effect appears in that space and remains for 1 minute or until a creature touches it. The illusion moves in a realistic manner. If the image created is something that would normally produce light, it produces dim light. A moving illusion can move about inside the target space in any manner you choose. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. PARACUSIA (Magical): You can use an action to produce illusory sounds that last for 1 minute. Target one point you can see within 30 yards. Sound emanates from the point. The sound can be noise or speech in a language you know, and its volume can be as quiet as a whisper or as loud as thunder. Exceptionally loud noise deafens creatures in the target space for as long as they remain there and makes it impossible to hear whispers. You can freely change the sound to mimic effects such as the clash of blades, a conversation, or the approach or retreat of footsteps. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.

Novice Illusion Spells


Allies to Enemies

Clamour

Glamer

Illusory Envoy

Illusory Force

Thimblerig

Expert Illusion Spells


Create Mirage

Create Phantasm

PHANTASM

DEFENSE: 20, HEALTH: 20 ATTRIBUTES: Strength 12 (+2), Agility 12 (+2), Intellect -, Will – SIZE: 1, SPEED: 5 SENSES: Awareness 5 IMMUNE: all afflictions PHANTASMAL WEAPON: The phantasm targets one creature in reach and makes a Strength roll against the target’s Intellect. On a success, the target takes 3d6 damage.

Dislocate Self

False Healing

Imaginary Death

Mask Presence

Master Illusion Spells


Alter REality

Create Doppelganger

Create Phantasmagoria

Create Greater Phantasm

GREATER PHANTASM

DEFENSE: 20, HEALTH: 40 ATTRIBUTES: Strength 13 (+3), Agility 12 (+2), Intellect -, Will – SIZE: 1, SPEED: 5 SENSES: Awareness 5 IMMUNE: all afflictions PHANTASMAL WEAPON: The phantasm targets one creature in reach and makes a Strength roll with 1 boon against the target’s Intellect. On a success, the target takes 4d6 damage.

Hallucinatory Torment

Horror Revealed