Illusion
Illusion is the magic of appearance and perception: spells that disguise, misdirect and reshape what others think they see and hear. It creates convincing images and sounds, cloaks people and objects, distorts distance and motion, and makes the real seem unreal. It wins through uncertainty: foes waste effort on phantoms, take the wrong path, or hesitate at the worst moment because they can't trust their senses.
Illusion Spells at a Glance
| Spell | Complexity | Strain | Summary |
|---|---|---|---|
| Minor Mirage | Cantrip | 0 | A silent visual illusion within a 5-ft cube. It can't harm, support or block. Studying, touching or passing through it allows a Perception save to recognize it. |
| Phantom Jab | Cantrip | 0 | One target makes a Perception save; failure: 1d4 psychic damage and 1 Disadvantage on its next attack. |
| Veil | Cantrip | 0 | You're Concealed until the start of your next turn (attacks against you suffer 1 Disadvantage). |
| Mirage | 1 | 3 | A visual illusion that seems real fills the delivered area (one 5-ft cube without an area delivery), with simple movement; intangible, and doubt or interaction allows a Perception save to see through it. |
| Silence | 1 | 1 | Muffle sound on affected creatures or area: 2 Disadvantage on actions relying on sound. Unwilling targeted creatures may make a Perception save to ignore it (area versions give no save). |
| Sound | 1 | 1 | Create a specific sound up to a loud shout at a point in range. To distract, the target makes a Perception save; failure: 1 Disadvantage on its next Perception check or hearing-based action. |
| Disguise | 3 | 2 | A willing creature appears as another of the same size and shape, including gear. Purely visual. Doubters make a Perception save to see through it. |
| Invisibility | 3 | 5 | A willing creature and its gear turn invisible: sight-based attacks and detection against it suffer 2 Disadvantage (1 less when its position is revealed by the environment). |
Spells
Minor Mirage
Cantrip · Strain 0 · Invocation, 2 AP · Duration 1 minute · Save: Perception
Creation, Image
You create a small, silent visual illusion that fits in a 5-foot cube at a point your delivery reaches. It can't deal damage, hold anything up or block movement; creatures and objects pass through it. A creature that studies it carefully, touches it or passes through it can make a Perception save opposed by your Channeling result; on a success it knows it's an illusion for the duration.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: The illusion can include simple repeating motion: flickering flame, drifting smoke, swaying cloth, a turning wheel.
Optional Modifiers
- Bigger Mirage (+1): It can fill a 10-foot cube.
- Lasting Mirage (+1): The duration becomes 1 stretch.
- Fine Detail (+1): It can include intricate details, recognizable symbols or a short piece of writing.
- Obscuring Mirage (+1): Until a creature recognizes it, it hides what is behind it (things still pass through).
- Anchored Mirage (+3): The spell gains Invested. Created on or around an unattended object or a fixed point, it stays anchored there and the duration becomes 1 hour.
Phantom Jab
Cantrip · Strain 0 · Invocation, 2 AP · Duration Instant · Save: Perception
Damage, Psychic
You lash one target with a brief phantom strike. It makes a Perception save opposed by your Channeling result; on a failure it takes 1d4 psychic damage and suffers 1 level of Disadvantage on its next attack roll. On a critical failure it is also Dazed until the end of its next turn.
Delivery restriction: one creature, no area deliveries.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: The damage becomes 1d6.
Veil
Cantrip · Strain 0 · Invocation, 2 AP · Duration 1 round
Buff, Brewable, Concealment
Illusory distortions blur your outline: until the start of your next turn you are Concealed (attacks against you suffer 1 level of Disadvantage).
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: You also have 1 level of Advantage on Stealth checks until the start of your next turn.
Mirage
Complexity 1 · Strain 3 · Invocation, 2 AP · Duration 5 rounds · Save: Perception
Creation, Image, Concentration
You create a visual illusion that looks real within the area of your delivery. It can show creatures, objects, terrain features or other visible things, and it can include simple movement and changes of appearance. It is intangible: it can't deal damage, hold anything up or block movement, and creatures and objects pass through it. A creature that touches it, passes through it, studies it carefully or has reason to doubt it can make a Perception save opposed by your Channeling result; on a success it recognizes the illusion and sees through it for the duration. The spell needs Concentration and ends the moment you stop concentrating.
Delivery restriction: with a delivery that has no area, the illusion is limited to a single 5-foot cube at the target point.
Critical Success: Perception saves to see through this casting have 1 level of Disadvantage.
Optional Modifiers
- Lasting Mirage (+1): The duration becomes 10 rounds.
- Fine Detail (+1): The illusion can include intricate detail: readable writing, recognizable symbols and clearly identifiable features.
- Mobile Mirage (+1): While you concentrate, you can move the illusion up to your standard range once per round for 1 AP.
- Scripted Behavior (+1): The illusion can repeat a simple sequence of actions or movements you define when you cast it.
- Obscuring Mirage (+1): Until a creature recognizes it, the illusion blocks line of sight through the area (things still pass through it).
- Audible Mirage (+2): The illusion can include simple continuous sound that suits what it shows, up to the volume of a loud shout.
- Lingering Mirage (+2): Cast it as a Chant; the duration becomes 1 stretch.
- ★ Anchored Mirage (+3): Cast it as a Ritual; the spell gains Invested, and if the illusion is made on or around an unattended object or a fixed point, it stays anchored there for the duration, which becomes 1 hour. [School Mastery, 6+ ranks]
Silence
Complexity 1 · Strain 1 · Invocation, 2 AP · Duration 5 rounds · Save: Perception
Control, Sound
You muffle sound for each creature or area your delivery affects. If you target unwilling creatures (with Remote or Imbue, say), each makes a Perception save opposed by your Channeling result and ignores the casting on a success; creatures caught only in an area version get no save. Affected creatures suffer 2 levels of Disadvantage on actions that rely on or need sound (talking, listening and the like).
Critical Success: All sound is fully muted for the affected creatures or area: actions that strictly require sound automatically fail while it lasts, including sound-dependent spell trappings.
Optional Modifiers
- Greater Silence (+1): Perception saves to resist the spell have 1 level of Disadvantage.
- Mobile (+1): For an area version, once per round you can move the area up to your standard range for 1 AP.
Sound
Complexity 1 · Strain 1 · Invocation, 2 AP · Duration Instant · Save: Perception
Communication, Sound
You create a specific sound at a point in range, up to the volume of a loud shout: a voice, an animal call, a snapping twig, a ticking device, a bell and so on. If you use it to distract or disrupt a creature, it makes a Perception save opposed by your Channeling result; on a failure it suffers 1 level of Disadvantage on its next Perception check or its next hearing-based action (choose when you cast).
Critical Success: The target suffers 2 levels of Disadvantage instead.
Optional Modifiers
- Greater Sound (+1): Perception saves against the distraction have 1 level of Disadvantage.
Disguise
Complexity 3 · Strain 2 · Chant (1 minute) · Duration 1 stretch · Save: Perception
Brewable, Modify
You change the target's appearance so it looks like another creature of the same size and general shape, including its visible clothing and gear. The disguise is purely visual: no new abilities, movement, senses or physical traits. A creature with reason to doubt it, that studies it closely or notices something off can make a Perception save opposed by your Channeling result, seeing through it for the duration on a success.
Delivery restriction: one willing creature unless modified.
Critical Success: Perception saves to see through it have 1 level of Disadvantage.
Optional Modifiers
- Alter Size (+1): The target can appear up to one size category larger or smaller.
- Lasting Disguise (+2): Cast it as a Ritual; the duration becomes 1 hour.
- Additional Target (+2): Affect one more willing creature.
- Unwilling Disguise (+2): Target an unwilling creature; it makes a Charisma save opposed by your Channeling result and is unaffected on a success.
Invisibility
Complexity 3 · Strain 5 · Invocation, 2 AP · Duration 5 rounds
Buff, Brewable
The target and its personal items turn invisible, leaving only the faintest visual distortion. Attacks against it that need sight suffer 2 levels of Disadvantage, and so do Perception checks to spot it by sight. When its position is partly given away (by water, mud, smoke, heavy rain, footprints or similar), reduce the penalty by 1 level in that situation.
Delivery restriction: one willing creature unless modified.
Critical Success: The penalty becomes 3 levels of Disadvantage.
Optional Modifiers
- Extended Invisibility (+2): Cast it as a Chant; the duration becomes 1 stretch. If the target makes a damaging attack or targets an unwilling creature with a spell, the spell ends right after that action.
- Additional Target (+3): Affect one more willing creature.
- Unwilling Invisibility (+2): Target an unwilling creature; it makes a Charisma save opposed by your Channeling result and is unaffected on a success.
Illusion Wild Surges
Roll on Wild Surge — Illusion: 1d30 on a failed Channeling check; 2d8 on a critical failure (negative entry 2 × roll − 3) or critical success (positive entry 2 × roll − 2). Use the severity for the triggering spell's Total Strain: Minor 0–4, Moderate 5–9, Major 10+.
| 1d30 | 2d8 | Surge | Minor (0–4) | Moderate (5–9) | Major (10+) |
|---|---|---|---|---|---|
| 1 | 2 | Self-Delusion (−) | 2 Disadvantage on Perception checks and saves until the end of your next turn. | 3 Disadvantage until the end of your next turn. | 3 Disadvantage until you pass a DC 15 flat check at the end of your turn. |
| 2 | 2 | Keen Misdirection (+) | 1 Advantage on Stealth until the end of your next turn. | 2 Advantage. | 2 Advantage and one free 5-ft move. |
| 3 | 3 | Tell (−) | You're outlined: attacks against you gain 1 Advantage until the start of your next turn. | 2 Advantage until the start of your next turn. | 2 Advantage until the end of your next turn. |
| 4 | 3 | Veil (Surge) (+) | Attacks against you suffer 1 Disadvantage until the start of your next turn. | 2 Disadvantage until the start of your next turn. | 2 Disadvantage until the end of your next turn. |
| 5 | 4 | Phantom Sound (−) | A loud illusory noise erupts at your location. | It persists until the end of your next turn. | It persists 1 minute; Stealth in the area fails. |
| 6 | 4 | Phantom Hush (+) | Your footsteps are silent for 1 minute. | Footsteps and gear silent for 10 minutes. | Movement is silent for 1 stretch. |
| 7 | 5 | Mirror Snag (−) | Dazed until the end of your next turn. | Dazed and Off-Guard until the end of your next turn. | Dazed until you pass a DC 15 flat check at the end of your turn. |
| 8 | 5 | Mirror Image (+) | The next attack against you suffers 2 Disadvantage. | The next two attacks do. | Until the end of your next turn, the first attack each round does. |
| 9 | 6 | Flicker Fail (−) | The next creature to examine your illusion disbelieves it. | The next two creatures do. | The next creature to examine any of your illusions before the end of your next turn does. |
| 10 | 6 | Convincing Detail (+) | Your next illusion within 1 minute imposes 1 Disadvantage on disbelief saves. | Within 10 minutes, 2 Disadvantage. | Your next two illusions within 10 minutes, 2 Disadvantage. |
| 11 | 7 | Wrong Face (−) | You look like someone else to allies until the start of your next turn. | Until the end of your next turn. | Allies and enemies may misidentify you until the end of your next turn. |
| 12 | 7 | Perfect Disguise (+) | 1 Advantage on Deception and disguise checks for 10 minutes. | 2 Advantage for 10 minutes. | 2 Advantage for 1 stretch. |
| 13 | 8 | Double Exposure (−) | 1 Disadvantage on your attacks until the end of your next turn. | 2 Disadvantage until the end of your next turn. | 2 Disadvantage until you pass a DC 15 flat check at the end of your turn. |
| 14 | 8 | False Opening (+) | One creature suffers 1 Disadvantage on its next attack. | 2 Disadvantage. | Up to two creatures, 2 Disadvantage each. |
| 15 | 9 | Shadow Trip (−) | Reflex save or fall Prone. | …and on a failure you're Off-Guard until the end of your next turn. | …and on a failure you're Dazed. |
| 16 | 9 | Shadow Step (+) | Move 10 ft without provoking. | 15 ft. | 20 ft. |
| 17 | 10 | Uncanny Valley (−) | Creatures gain 1 Advantage on Insight vs you for 10 minutes. | 2 Advantage for 10 minutes. | 2 Advantage for 1 stretch. |
| 18 | 10 | Charming Illusion (+) | Creatures suffer 1 Disadvantage on Insight vs you for 10 minutes. | 2 Disadvantage for 10 minutes. | 2 Disadvantage for 1 stretch. |
| 19 | 11 | Revealing Shimmer (−) | Hidden or invisible creatures within 10 ft are outlined until the start of your next turn. | Within 15 ft until the start of your next turn. | Within 20 ft until the end of your next turn. |
| 20 | 11 | Hidden Shimmer (+) | You're Concealed until the start of your next turn. | Concealed until the end of your next turn. | Concealed until the end of your next turn; the first attack each round has 1 extra Disadvantage. |
| 21 | 12 | Looping Mirage (−) | An illusion you made persists uncontrollably for 1d4 rounds. | …and draws attention (1 Disadvantage on Stealth near it). | It persists 1 minute and can't be dismissed. |
| 22 | 12 | Perfect Edit (+) | Change the look of one of your ongoing illusions for free. | …and extend it 1 round. | …and extend it 1d4 rounds. |
| 23 | 13 | Stolen Voice (−) | You can only whisper for 1 minute. | For 10 minutes. | For 1 stretch. |
| 24 | 13 | Borrowed Voice (+) | Perfectly mimic a voice heard in the last day for 10 minutes. | For 1 hour. | For 1 stretch with 1 Advantage on Deception to keep it up. |
| 25 | 14 | Frightening Image (−) | Frightened 1 until the end of your next turn. | Frightened 2 until the end of your next turn. | Frightened 2 and Dazed until the end of your next turn. |
| 26 | 14 | Brave Mask (+) | Reduce Frightened by 1, or 1 Advantage vs fear for 1 minute. | Reduce by 2, or 2 Advantage vs fear. | End Frightened and 2 Advantage vs fear for 1 stretch. |
| 27 | 15 | Light Leak (−) | Your position shows: attacks against you gain +2 until the end of your next turn. | +4 until the end of your next turn. | +4, and no Concealment or invisibility until the end of your next turn. |
| 28 | 15 | Dark Fold (+) | +2 Soak until the start of your next turn. | +3 Soak until the start of your next turn. | +4 Soak until the end of your next turn. |
| 29 | 16 | Unseen Hand Slap (−) | Take 1d4 force damage. | Take 2d4. | Take 2d6. |
| 30 | 16 | Clever Feint (+) | One enemy can't take Reactions until the start of its next turn (Charisma negates). | Until the end of its next turn. | Up to two enemies, until the end of their next turns. |
− negative (odd), + positive (even).