Mage

Illusionist - by T.A. Saunders ©2012 v1.1

Summary The illusionist uses Mana to manipulate reality and perception. The crux of their power is forcing belief into the unbelievable and blurring the line between dreaming and the real world. Illusionists must be extremely strong-willed and clever to achieve anything more than a few simple ‘bunny out of the hat' sorts of spells and be willing to commit the whole of their mind, body and spirit to the mastery of shaping believable illusions. Many royal courts employ illusionists to protect their ruler with illusionary doubles and many find a place amongst traveling variety shows where belief is suspended and wonder flourishes. Illusionists favor either robes or whatever clothing is fashionable at the time. They tend to shun armor of any sort, as their power is their protection (and whatever enchantments might be on their clothing).

Class Skills Smoke and Mirrors

By way of this skill, the illusionist creates a field of dense fog in a 30′ radius around him or her, with 1d10 illusionary doubles of them in said fog. These illusionary doubles will look, act and for all sensory perception, seem to be the illusionist in question. These illusions do not fight however and when struck or attacked in anyway, disappear in a flash of light that causes Confusion for 1d4 rounds. Once this talent is used, the illusionist does not need to focus to maintain it and can slip out of the fog undetected. The fog itself lasts 1d6 rounds + one round per rank, starting at the illusionist rank and can be used once every 24 hours. (30′ fog with 1d10 illusionary doubles. Hitting a double causes ‘Confusion' for 1d4 rounds. Lasts 1d6 rounds + one round per rank starting at illusionist rank. usable once per day.)

Waking Nightmare

The illusionist is able to touch any intelligent being and paralyze them for 1d4 rounds with a waking nightmare. While they will be perfectly still, in their minds, they will be awake and fighting their worst nightmare. This could be anything; if the victim's worst nightmare is a horde of zombies, they're fighting a horde of zombies for 1d4 rounds. If their worst nightmare is a talking chocolate cake, they're fighting a talking chocolate cake for 1d4 rounds. Dying in the waking nightmare does not kill the victim, but rather returns them to a fearful state for another 1d4 rounds after they've awakened. While in this state, they will not be able to attack or approach the illusionist in question. This skill is usable once per combat scenario on a single target. (Waking Nightmare lasts 1d4 rounds, with a possibility of another 1d4 rounds of ‘Fearfulness' if the victim dies in the waking nightmare. usable once per combat scenario).

Glamor

By using the power of a glamor, an illusionist can lull people around them into a more ‘pliable' condition, making them more open to non-lethal suggestions. For those effected by the glamor, everything seems positive and pleasant. For instance, an illusionist, using glamor could suggest that a small group of soldiers go for a walk down the coastline and that their masters won't mind and it will seem like the best idea in the world. The glamor only effects targets within 10′ of the illusionist, so closeness to a potentially hostile situation is a must. The effect of the glamor is 1d4 rounds per use. usable 3 times per 24 hours. (Suggestion Implant in a 10′ radius, effective 1d4 rounds and usable 3 times per day).