Illusion
Tone of Illusion
Illusion - Manipulation - Arcane - Deceit - Humility - Minstrels - Lumen - Stellarsiege - Bismuth Dragons - Metallic Dragons - Tiamat - The Sea
| Ranks | Die | Range | Size |
|---|---|---|---|
| 0 | 1 (no roll) | 10 ft | Tiny (1 ft) |
| 1 | 1d4 | 20 ft | Small (2.5 ft) |
| 2 | 1d6 | 40 ft | Medium (5 ft) |
| 3 | 1d8 | 80 ft | Large (10 ft) |
| 4 | 1d10 | 160 ft | Huge (15 ft) |
| 5 | 1d12 | 320 ft | Gargantuan (20 ft) |
| 6+ | 1d20 | 640 ft | Colossal (30 ft) |
Illusion is the ability to alter another's perception and senses. Such as seeing something that isn't there, hearing voices or sounds that do not exist, or feeling the burning pain of a fire that is nowhere to be seen. As the skill and power of the Mage grows, the false sensory input made can become larger, more complex, longer lasting, and more vivid or realistic.
Tone of Illusion
Activation: 1 Action
To create an illusion, spend 1 Resonance or more to create it, and choose a number of senses (touch, taste, sight, hearing, and smell) up to your ranks in Arcane, the illusion only affects the chosen senses. Your illusions can be as large as your spell area, and must be created within your spell range. Choose a number of characters up to your Arcane modifier within your spell range. All chosen characters or characters in the area are affected by the illusion. At the start of each of your turns while under pressure, your illusions expend 1 of the Resonance you used to create them, dissipating when it is all used. Otherwise, they expend 1 Resonance every minute.
Unless given a reason not to believe the illusion, characters accept it as reality, whether it be searing pain, assumed to be another form of resonance, the sound of war horns heralding an approaching army, or a large boulder blocking traversal of a battlefield. Once illusions are in place, they cannot be moved or altered once created.
A failed Arcane test or an unfortunate Complication can cause a target to become suspicious, or outright reveal that an illusion is artificial. However, when this happens, the illusion itself persists. Any character wishing to determine the boundaries or source of an illusion can make a Deduction or Perception test opposed by your Arcane. If a character correctly determines an illusion as artificial, they still perceive the illusion, but it has a an ephemeral quality to it. The aforementioned searing pain now feels like slight discomfort, the war horns sound muffled and gargley, and the boulder becomes transparent.
Even when illusions affect senses such as taste and touch, illusions are never physical or corporeal. This allows characters to move through illusions that affect touch, for example a character can walk through an illusory wall that affects both sight and touch, but the sensory experience may cause distress, and even spirit damage under certain circumstance, as they will feel the wall fully encompass them, even if it doesn't actually provide any resistance. Any damage an illusion would deal, such as an illusory weapon, instead deal spirit damage.
When your illusions begin running out of Resonance, you can seamlessly maintain them by feeding Resonance from your own supply. You can use a free action to infuse 1 Resonance or more into any illusions of your choice within your spell range (spending separate
Resonance for each illusion).
Illusion Talents
Disorienting Burst
Prerequisite: Tone of Illusion
Activation: 2 Actions
You create a brief burst of sensation that attacks the senses of targets near you.
Spend 1 Resonance to project a burst of light, sound, feeling, taste, or smell in an area up to your Resonant Spell Area, within your Resonant Spell Range. Make one Arcane test against the Cognitive defense of each character in the area. If you succeed against a target, they become Disoriented until the end of their next turn.
Leads to: Universal Illusions
Mobile Illusions
Prerequisite: Tone of Illusion
Activation: Free Action
Whenever you create illusions, they gain the ability to move, and can move a number of feet up to 5 x your ranks in Arcane at the start of each of your turns. You can also use a Reaction when one of your mobile illusions is interacted with, to cause it to react in a realistic way to this interaction.
Leads to: Multiplicative Illusions
Multiplicative Illusions
Prerequisite: Mobile Illusions
Activation: Always Active
You effortlessly create multiple illusions at once.
When you create an illusion, you can create a number of additional illusions up to your ranks in Arcane. These last for the duration of the original infusion and require no additional Resonance to create or maintain, and affect the same target's as the first illusion created.
Universal Illusions
Prerequisite: Disorienting Burst
Activation: Always Active
When you create an illusion, instead of choosing a number of characters it affects, you can choose to make it a universal illusion, allowing any number of characters that can see, hear, taste, smell, or feel it to do so.