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Illusion.

(Can only be used by Neutral or Villians)
 

Beginner:

Illusions will not do damage, however, they can be used as deception (hiding tools) or distractions. (Opponents will NOT know it is an illusion until it strikes them)

Moderate:

Illusions will cause magical damage. However, it can only cause damage to a single opponent at a time. The opponent MUST succeed in a resistance roll (Roll higher than the Illusionist’s attack score) to not take damage.

Advanced:

Illusions can be a single target or area of effect.Area of effect can be no larger than a 10’ radius.

 

Flight: 

Beginner: 

The ability to float/fly at normal walking/running speed. NOT immune to pressure or oxygen loss at high altitudes.

Moderate:

The ability to float/fly at x2 walking/running speed. No immunity to pressure or oxygen loss at high altitudes. May carry 1 additional person.

Advanced:

The ability to float/fly at x10 walking/running speed. Immunity to pressure and oxygen loss at high altitudes. May share the ability with three other individuals as long as they remain with your sight. (If you lose them in the clouds, they plummet to their deaths.)

 

Glamour: The ability to disguise your appearance or create a perfect visual illusion.

Beginner:

Illusionists may affect themselves only. Illusions will look real, but will not withstand physical contact from another. Burlap will feel like Burlap. The beautiful maiden will transform back into a hag upon touching her. The Illusionist can render themselves invisible but may still be detected via sound. Illusion will not change one’s voice.

Moderate:

Illusionists may affect themselves and ONE other person(as long as they stick together). Illusions will look real and feel convincing. However, the illusion will NOT affect the voice. Illusion can render themselves and one other person invisible but may still be detected by sound.

Advanced:

Illusionists may affect themselves and two other people (They must stick together). Illusions will look, feel and sound real.  Illusion can render themselves and one other person invisible but may only be detected by a successful opposition roll from another magic user.
 

Phantasms: Create complex illusions that affect multiple senses, such as creating sounds, smells, or tactile sensations.

Beginner:

Can create a static object, up to a 5’ radius or a moving object up to a 3’ radius that people can interact with. Must be benign in nature. May last up to 2 hours.

Moderate:

Can decorate and change the appearance of the whole of an average room with illusionary furniture and decorations, lasting up to 24 hours. Items can be manipulated, but cannot be taken from the room. Food has taste and texture, but does not satiate. Can create an illusionary vehicle and creatures up to the size and complexity of a horse drawn carriage, that can move up to 6 people along water or terrain.

Advanced:

Can create or decorate and change the appearance of an entire building, including complex items. Food created at this level can nourish and satiate. Can create illusionary vehicles and creatures that can fly and will, over time, develop their own personalities. Illusions can last up to a week, and can be “recharged” weekly to last indefinitely. Creatures created with illusionary magic must choose a focus attribute (Body, Mind, Soul, Spirit, Health) That stat must have at least 3 points. Illusionary creatures get 8 attribute points, 8 skill points. All attributes must have at least ONE point.
 

Shadowmagic: (Evil Only)  Becoming a shadow or blending into it, allowing you to move unseen, travel through the dark, attack others with shadows, send your shadow to spy ect.

Beginner:

Can manipulate shadows to blind, bind, or injure a single target within a 10’ radius. Can also create melee weapons or tools from shadow. There must be existing shadows in the area. Bright light can dispel these shadows. Can step into one shadow, then come out of another one, provided the shadow is in visual range. Can see in darkness.

Moderate:

Can create shadows and use them to attack, blind or bind up to three targets at a time in a 20’ radius. Magical light must be used to dispel these shadows. Can step into one shadow and come out of another one, provided they know exactly where the shadow is, and they are not blocked by other magical means. May make shadow “puppets” to do small tasks, provided they are in the same room. Can see in darkness.

Advanced:

Can envelop an entire area (up to 100 yards) in complete darkness, provided they are within that area. Can enter one shadow, then travel through a shadowy version of the world, unseen, until they come out of a shadow of their choosing. They cannot see, hear or manipulate anything in the “real” world while they move. Travel takes half the time as moving regularly. May make shadow minions, using Necromancy rules at Moderate rank. Can see in magical darkness.

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