Illusionists are masters of deception and misdirection, bending light, sound, and even thought to their will. They excel at creating convincing illusions, confusing their enemies, and manipulating perception to gain the upper hand in combat and social situations.
Illusionists are often regarded with suspicion and awe. Allies appreciate their ability to deceive and distract foes, but some find their methods unsettling, fearing that even their closest friends might be mere illusions. Enemies often struggle to separate reality from deception when facing a skilled illusionist, making them formidable opponents.
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Core Abilities
Intuition: Your perception engine and “read of expectation” for Illusion, Awareness, Magic Insights, and Stealth.
Creativity: Fuel for convincing unrealities—drives Illusion, pairs well with Sonic Magic and Artistic misdirection.
Supporting Abilities
Quickness: Beats/tempo for feints, blurs, vanish/reveal timing; keeps you a step ahead in stealth and reactions.
Presence: Gives bite to your lies—helps sell disguises, social plays, and amplifies Sonic/Telepathy moments.
Important Abilities
Empathy: Read/steer emotions—useful across Telepathy, Sonic effects, and social manipulation.
Memory: Faces, voices, tells, ritual details—supports Magic Insights and complex staged illusions.
Reasoning: Structure/consistency—keeps big set-pieces coherent and helps analytical casts.
Agility: Physical finesse for blurred movement, graceful handwork, and clean positioning that sells the illusion.
Minor Abilities
Self Discipline: Helpful for longer effects, but secondary to timing and craft here.
Strength: Rarely a limiter for deception specialists.
Constitution: Nice for long cons and travel, not core.
Boldness: Useful for risky ruses, but timing and craft matter more.