Illusion Spells
Illusion Spell Features
Extrasensory
The most common use of illusion is to alter a sentient creature's senses, so that they see, smell, feel something different than what reality is actually offering.
Sensory Enhancement (30 PP)
- The caster chooses one of the following: affected creatures gain a heightened sense of vision, affected creatures gain a heightened sense of hearing, or affected creatures gain a heightened sense of smell and taste for the spell's duration. Creatures affected this way gain a point of favor when making tests using the chosen sense.
Sensory Negation (70 PP)
- The caster chooses one of the following per stack of this feature: affected creatures gain Blindness, affected creatures gain Deafness, or affected creatures lose all capability in another sense of choice for the spell's duration.
Sensational Overwrite (75 PP)
- A single sensation, feeling, or instinct of the caster's choice is modified for all affected creatures for the spell's duration. The caster may modify the sense in any way that does not outright obscure it, given they can vividly imagine it. All affected creatures have the same sense altered in the same way.
Sensory Masking (80 PP)
- The caster chooses one of the following for each stack of this feature: affected objects and creatures become invisible, affected objects and creatures become silent, or affected objects and creatures become tasteless and odorless. Creatures that are silent or invisible gain 2 additional points of favor on tests made to remain inconspicuous.
Imagery
One of very few arts that have an effect that can exist outside of a spell's wake, imagery is a powerful tool up any illusionist's deep sleeves. These images can be used to deceive creatures or to show multidimensional images and diagrams, allowing the illusionist to offer information in innovative ways.
Change Appearance (50 PP)
- The caster chooses one between creatures or objects per stack of this feature. Any number of affected entities of the chosen variety take on a new appearance that the caster can vividly imagine for the spell's duration. The new appearance does not change the size of creatures or objects.
Summon Image (10 PP)
- The caster creates an illusionary image that the caster can vividly imagine that would fit within the spell's wake for the spell's duration. The image is visually realistic and exists for the spell's duration. The caster may have it animate in a predetermined way, such as breathing or jumping continuously, as long as it stays within the spell's wake.
Create Small Image (30 PP)
- The caster creates an illusionary image that the caster can vividly imagine that would fit in a 1 meter cube centered on the maw for the spell's duration. The image is visually realistic and exists for the spell's duration. The caster may have it animate in a predetermined way, such as breathing or running, as long as it stays within the illusion's boundaries.
Create Medium Image (60 PP)
- The caster creates an illusionary image that the caster can vividly imagine that would fit in a 3 meter cube centered on the maw for the spell's duration. The image is visually realistic and exists for the spell's duration. The caster may have it animate in a predetermined way, such as breathing or running, as long as it stays within the illusion's boundaries.
Create Large Image (120 PP)
- The caster creates an illusionary image that the caster can vividly imagine that would fit in a 10 meter cube centered on the maw for the spell's duration. The image is visually realistic and exists for the spell's duration. The caster may have it animate in a predetermined way, such as breathing or running, as long as it stays within the illusion's boundaries.
Duress
Illusionary magic is mentally based. While this is most often used to modify one's senses, this can also be concentrated into pure mental pain. These concentrated blasts can slowly decay a creature's psyche, tugging against their mental walls.
Terror (40 PP)
- Upon casting and at the beginning of each turn after for the duration of the spell, affected creatures are dealt an additional 1d4 Psyche damage. Damage dice may be redistributed in any fashion as long as the maximum damage type is the same. Damage dealt this way cannot be blocked or dodged, though affected creatures may make Will contests against the caster to prevent damage dealt this way.
Confuse (70 PP)
- All affected creatures make a Will contest against the caster when the spell is cast. For each creature, upon failing, it becomes Dazed for the spell's duration.