Illusionist

Illusionists are tricky mages who deceive enemies with clever illusions. Illusionists never fight directly, but instead manipulate other creatures’ senses to make them see things that aren’t there or overlook things that are. Many illusionists work as performers, artists, or technical crew, as their magic opens up new possibilities in the performing arts.

Illusionist talents include a variety of ways to distract or disable enemies. Many illusionist talents force enemies to waste time attacking things that aren’t really there. Others manipulate creatures’ minds directly, causing confusing or inciting strong emotions. Illusionist ribbons are mostly small-scale illusions useful out of combat.

Examples of illusionists in fiction include Loki from Marvel Comics, Genjutsu-users from Naruto, and almost every magic-user in real-world mythology.

Novice Talents

Color Spray

You spray out a burst of colors to disorient and blind your enemies

Cost
1 Mana
Area
15-foot cone
Duration
Varies

Make a Magic attack roll against your target’s Intellect DC.

Critical Success
Your target is blinded for 1 minute
Success
Your target is blinded until the end of their next turn
Failure
Your target is dazzled until the end of their next turn

Distortion

You interfere with all sensory information in an area

Cost
1 Mana
Range
120 feet
Area
10-foot burst
Duration
10 minutes, or until you decide to end it

Choose one effect from the list below. At the GM’s discretion, you can make up a new effect instead of choosing one from the list.

Blur. All creatures have terrible visibility to everything in the area.

Silence. Nothing in the area can produce sound.

Stench. Creatures that start their turn in the area must succeed on a Strength roll or be dazzled until the start of their next turn.

Heightened

For each +1 Mana, you can choose another effect.

For each +1 Mana, the radius of the burst doubles.

Illusory Clone

You conjure an illusory copy of yourself that acts as a realistic creature

Cost
1 Mana
Range
30 feet
Duration
1 hour, until the clone falls to 0 health, or until you decide to end it

You conjure an illusion that appears as an exact clone of yourself. Your clone apepars at the target point, and is a Minion creature that you control. Your clone has all the same stats as you, except its maximum Health is 1. Since your clone is an intangible illusion, it cannot physically interact with the world, but it can still be hurt by attacks. Your clone cannot use any powers except for basic powers that don’t affect the world, such as Stride.

You have a telepathic link with your clone that lets you communicate instantly and share each others’ senses: you can see through each others’ eyes and feel everything the other feels. Your clone is perfectly loyal to you and obeys all your commands.

Your clone has duplicates of all your equipment. However, duplicated magic items lose their magic, and all duplicated equipment fades a few seconds after it is no longer touching your clone.

Heightened

For each +1 Mana, you conjure twice as many clones.

If you add +1 Mana, your clone is a tangible creature and can interact with the world. Your clone can use all basic powers. Your clone’s maximum Health is equal to five times your Illusionist level.

If you add +1 Mana, your clone can cast all spells you know. You and your clone share the same Mana pool.

Illusory Disguise

You disguise your target, making them appear as someone else entirely

Cost
1 Mana
Range
10 feet
Duration
1 hour, or until you decide to end it

Your target is covered in a tangible illusion that makes them seem like another creature of the same body shape, and with roughly similar height and weight as themself. The illusion can change the appearance of your target’s worn and held items, but any item your target removes or drops returns to its true appearance.

Heightened

For each +1 Mana, you can target another creature within range.

Invisibility

You turn a creature invisible, completely hiding them from view

Cost
2 Mana
Range
10 feet
Duration
1 hour, until your target makes an attack or casts a spell, or until you decide to end it

Your target turns invisible.

Heightened

If you add +2 Mana, this spell’s duration changes to 1 minute, and it doesn’t end if your target makes an attack or casts a spell.

For each +1 Mana, you can target another creature within range.

Phantom Pain

You fill a creature’s mind with imaginary crippling pain

Cost
1 Mana
Range
30 feet
Duration
Sustained, up to 1 minute

Make a Magic attack roll against your target’s Intellect DC.

Critical Success
Your target takes 2d4 damage and is stunned until the end of their next turn
Success
Your target takes 2d4 damage

Heightened

For each +1 Mana, this spell’s damage increases by 1d4.

Phantom Treasure

You conjure an image of the thing most precious to a creature

Cost
2 Mana
Range
60 feet
Duration
Varies

Your target sees a phantasm of the most precious thing imaginable to them, whether that’s a pile of items, a deific avatar, or a cherished loved one or hero. Your target is dazzled as they are entirely focused on the phantom treasure. Your target doesn’t use any powers unless they’re in combat or there is an immediate danger.

Make a Magic attack roll against your target’s Intellect DC.

Critical Success
This spell lasts 10 minutes
Success
This spell lasts 1 minute
Failure
This spell lasts until the end of your target’s next turn
Critical Failure
This spell ends immediately

Heightened

For each +1 Mana, you can target another creature within range.

Static Image

You conjure a static illuson that changes the appearance of an area

Cost
1 Mana
Range
120 feet
Area
20-foot burst
Duration
10 minutes, or until you decide to end it

You create an illusion that shows any number of stationary objects or creatures. The illusion must fit entirely within the spell’s area. This illusion can also hide any number of stationary creatures or objects you specify, effectively making them invisible. This has no effect on any creatures or objects that move from their initial position.

Heightened

For each +1 Mana, the radius of the burst doubles.

If you add +1 Mana, this spell’s duration changes to 24 hours. If you instead add +3 Mana, this spell’s duration changes to Forever.

Veteran Talents

Dream

You send a creature a dream-like vision that passes in an instant

Cost
4 Mana
Range
60 feet

You send your target a dream-like vision. While the dream occurs in an instant, your target perceives the dream as lasting several minutes. You can observe your target’s reactions in the dream and shape it accordingly, so you can use Dream to hold a conversation.

Optionally, you can choose for the dream to appear as a terrifying nightmare. If you do, use the Nightmare effect on your target.

Heightened

For each +1 Mana, the damage of Nightmare increases by 2d6.

Hypnotic Pattern

You conjure a twisting pattern of colors that entrances everyone who sees it

Cost
3 Mana
Range
120 feet
Area
20-foot burst
Duration
10 minutes, until your target takes any damage, or until you decide to end it

Make a Magic attack roll against your target’s Intellect DC.

Success
Your target is stunned
Failure
Your target is dazzled until the end of their next turn

Heightened

For each +1 Mana, the radius of the burst increases by 10 feet.

Major Image

You conjure a giant, animated illuson of a creature or effect

Cost
3 Mana
Range
500 feet
Area
20-foot burst
Duration
10 minutes, or until you decide to end it

You create an illuson of any number of creatures, objects, structures, or other effects. The illusion must fit entirely within the spell’s area. You can have the illusion naturally perform simple animations, such as flowing water or a crowd of people talking excitedly.

You can use the Animate Image power.

Heightened

If you add +1 Mana, this spell’s duration changes to 24 hours. If you instead add +3 Mana, this spell’s duration changes to Forever.

Phantom Spell

You reform your spell as a phantasm within a target’s mind

Trigger
You cast a spell
Range
120 feet

The triggering spell becomes a Phantasm effect, as you conjure an illusion of the effect inside your target’s mind. The spell does not affect any creatures or objects other than your target.

For example, if you cast Major Image with Phantom Spell, then only your target would be able to perceive the illusion. If you cast Invoke Blast with Phantom Spell, then only your target would see the effect or take damage.

Swap with Clone

You reveal that you were actually an illusory clone all along

Prerequisites
Illusory Clone

You and a clone actually swapped places in the past, so you’re really somewhere else! Cast Illusory Clone now, and declare how long ago in the past that you actually cast the spell, as well as what your true self has been doing the whole time. You cannot contradict established events, and your true self cannot have taken any actions that rely on a die roll to succeed.

If you add +2 Mana to the cast of Illusory Clone, you can use this power as a power that triggers when you are targeted by any power. This powers targets your clone instead.

Master Talents

Alter Illusion

You alter an existing illusion to show something completely different

Range
120 feet
Requirements
Your target is affected by an ongoing Illusion spell

You modify the target illusion to show something different. You can modify the illusion in a smooth way so that it appears to animate naturally. If the illusion covers an area, you can move the area up to 30 feet.

Optionally, as you alter the illusion, you can have it briefly become real for a fraction of a second. This generally has no permanent effect on the world, but an illusory flame could start a fire, or an illusory giant could shake the ground as it steps. To use this effect to deal damage, use the Painful Illusion power.

For example, if you are disguised by an Illusory Disguise, you could alter the disguise to make you look like a different creature. Alternatively, if an enemy cast Static Image to create a stone wall, you could alter the wall to have an opening for you to see or walk through.

As another example, if you cast Static Image or Major Image to create an illusory person, you could animate the person to appear to walk naturally, speak, and so on. You could even have this person run up and punch someone, using Painful Illusion on the target of the not-so-illusory punch.

Deceitful Fog

You conjure a fog filled with illusions that confuse your enemies

Cost
6 Mana
Range
120 feet
Area
20-foot burst
Duration
10 minutes, or until you decide to end it

The spell’s area is filled with light fog that blocks all vision beyond 10 feet. At the end of each of your turns, you can move the fog up to 60 feet.

You can use the Distracting Fog power.

Heightened

For each +1 Mana, the radius of the burst increases by 20 feet.

Phantom Prison

You trap a creature in a mental prison that only it can perceive

Cost
6 Mana
Range
60 feet
Duration
Varies

Your target is restrained, as they imagine they are surrounded by terrible hazards. At any time, your target can choose to act despite these hazards. If they do, this spell immediately ends and your target takes 14d8 damage.

Make a Magic attack roll against your target’s Intellect DC.

Critical Success
This spell lasts 10 minutes
Success
This spell lasts 1 minute
Failure
This spell lasts until the end of your target’s next turn
Critical Failure
This spell ends immediately

Heightened

For each +1 Mana, the damage increases by 2d8.

Epic Talents

Ribbons

Chameleon

You quickly change part of yourself to look slightly different

Cost
0 Mana
Duration
1 hour, or until you decide to end it

You conjure an illusion that changes a minor part of your visual appearance. For example, you could change your eye color, your hairstyle, or the pattern on a tattoo. This change isn’t large enough to disguise your identity.

Dancing Lights

You conjure a group of colorful, moving magical lights

Cost
0 Mana
Range
30 feet
Duration
Sustained, up to 1 minute

You conjure four balls of colorful magic light at points within range. You control the lights’ brightness, shape, and color. When you sustain this spell, you can move the lights to new points within range and you can change the properties of the lights.

Disguise Object

You disguise an object as a different object of the same general shape

Cost
0 Mana
Target
One object you can reach
Requirements
Your target fits within a 5-foot cube
Duration
1 hour, or until you decide to end it

Your target is covered with a visual illusion that makes it appear as another object of the same general shape.

For example, you could make a sword look like a walking stick, or you could make a small stone look like a valuable gem.

Heightened

If you add +1 Mana, this spell’s duration changes to 24 hours. If you instead add +3 Mana, this spell’s duration changes to Forever.

Glamour

You are constantly covered by an illusion to enhance your appearance

You are covered by an illusion that makes you appear striking, glamorous, or beautiful. You have advantage on Spirit+Perform rolls that rely on your visual apperance.

Minor Illusion

You conjure a small visual illusion or conjure an illusory sound

Cost
0 Mana
Range
30 feet
Area
5-foot cube
Duration
1 minute, or until you decide to end it

You create a silent illusory visual image of a stationary object or structure. The entire image must fit within the spell’s area.

Alternatively, you conjure a sound originating from the spell’s area. This power loses the Illusion trait and gains the Auditory trait.

Ventriloquism

You can make your voice actually come from a different place

Range
60 feet
Duration
Until the start of your next turn

Whenever you speak or make any other sound vocally, the sound originates from the target point.