Illusion

Creativity
Intuition
Quickness

Illusion Magic manipulates perception, belief, and sensory input, creating sights, sounds, and sensations that aren't real — but feel real enough to confuse, mislead, or terrify. Illusion spells don’t deal direct damage; they alter what people think is happening, often turning the tide through fear, hesitation, or misdirection.

Illusionists are typically clever, creative, and theatrical. They thrive on control through confusion, using distraction and deception as tools of survival, sabotage, or spectacle. Whether tricksters, spies, or subtle manipulators, they always stay one step ahead — or at least make you think they are.

Their magic shimmers with phantom shapes, vanishing footprints, doubled images, or echoing voices. Walls appear where none exist, monsters emerge from nothing, and enemies attack shadows. In the hands of an illusionist, reality becomes optional — and trust becomes a liability.

Spells in Category
Hallucinate
Abilities:
Creativity
Memory
Presence
Disguise Action
Abilities:
Quickness
Self Discipline
Agility
Moving Illusion
Abilities:
Creativity
Intuition
Reasoning
Invisibility
Abilities:
Self Discipline
Quickness
Creativity
Disguise Self
Abilities:
Creativity
Intuition
Presence
Blur
Abilities:
Agility
Quickness
Creativity
Stationary Illusion
Abilities:
Creativity
Intuition
Reasoning
Spell Powers
  • Illusionary Item: Put books on an empty shelf, add fresh fruits to an empty basket at the market or put five draft beers on your table at the pub. Area: 50 x 50 cm, duration: Concentration (1 AP).
  • Dancing Shadows/Lights: Create an indirect illusion where for example sound and light effects of a small dancing party appear in a window, behind a curtain. Duration: Concentration (1 AP).
  • False Floor: Create a small stationary illusion that covers up a hole in a floor, a missing step on a staircase or a puddle in a street. The illusion must “fix” an existing condition and cannot cover a pit trap or ever lead targets to more severe damage than 1d6. Duration: 1 hour/level of caster.
  • Cloaking: You make a handheld or worn item appear slightly different (a gun may look like a water pistol, a spear like a staff). Cost 1 concentration AP.
  • True Sight: Your expertise in illusions gives you a +20 bonus to disbelieving checks (roll below your Intuition Score +20 with a d100). Seeing is disbelieving.