Illusionist

Playability

Complex
Intuition
Creativity

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.

Weapon Categories

4

Any

Magic Categories

14

Tech Categories

0
None

Skill Categories

22

Class Specific Bonuses

  • +10 to the Illusion Magic Spell Category*
  • +5 to any Spell Category*
  • +10 to the Artistic Skill Category
  • Pick any spell category (not barred) from which you can use the spell powers.

Class Restrictions

None

Recommended Professions

Dreamweaver
Combined
Standard
Noaidi Silverhand
Magical
Standard
Starborne Clergy
Magical
Complex
Surgewright
Combined
Standard

Ability Rolls for Streamlined Character Creation

Intuition
Creativity
Quickness
Presence
Empathy
Memory
Reasoning
Agility
Self Discipline
Strength
Constitution
Boldness
80 + 2d10
80 + 2d10
60 + 4d10
60 + 4d10
10d10
10d10
10d10
10d10
20 + 6d10
20 + 6d10
20 + 6d10
20 + 6d10

Recommended Skills

No items found.

Ability Prioritization Explained

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.