Illusionist
Once Wizards, the Illusionists who broke off to follow Grand Mage Zyzyl have come forth into the public's eye, ready to prove themselves to all those who have question their skills. Having access to both vedic and arcane lists, these hybrids bring scientific order to the untapped potential of the mind. Through use of light and shadows, as well as a healthy dose of mental magic, these mages are able to reshape reality into whatever form they desire, forcing others to believe as they do as they bend minds to their will. Beware, for the Wizard Council does not approve of their magics, as they spit in the face of "conventional" arcane science.
An Illusionist relies on its spells offensively and its Evasion defensively.
Available Spell Circles
(Illusionists begin with 4 spell circles):
This circle is available to Arcanist Mechanists, Channelers, Illusionists, and Wizards.
The Arcane Prime spell circle encompasses all the basic precepts of the Arcane sphere. Generally prime lists have many simple spells that demonstrate the general rotes and rules of the sphere in question. Arcane Prime spells are divided up into two catagories: cantrips and rotes. Arcane Prime cantrips are smaller spells known particularly for flashier effects; while Arcane Prime rotes are simply minor spells which demonstrate Arcane concepts.
| Number | Name | Cost | Description |
|---|---|---|---|
| ap01 | Essence Twist | 1 | Using the arcane energy inherit in the aether, the caster converts it into a weapon, causing it to strike at his foe. |
| ap02 | Arcane Shock | 1 | The caster builds up the essence in his own body and then forcefully expels it towards his enemy, causing damage. This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime. |
| ap03 | Motes Cantrip | 3 | This spell surrounds the user with motes of light that enhance abilities, defense, but at the cost of becoming more susceptible to damage of specific types. The wearer feels the increase in that static that is affected. |
| ap04 | Lesser Instill | 4 | Slightly and temporarily improves the quality of an item, allowing the item to perform its purpose more effectively. The bonus scales with sorcery skill. |
| ap05 | Rigid Essence | 5 | Instant-cast spell that allows the mage to disrupt the essence within the target, giving the target round time. |
| ap07 | Arcane Mastery | 7 | The wizard traces a series of arcane symbols in the air and becomes more in touch with the arcane realm. There is an increase in the sorcery skill. The bonus scales with sorcery skill. |
| ap09 | Elemental Protection | 9 | This rote is the manipulation of essence into a form that impedes the progression of centralized elemental substances within the barrier. Through essence-bending, or the localized and unstable formation of essence around the caster, an elemental substance such as fire is interfered and thus diminished, although not quite nullified. Unstable is key, for a stable shell of essence in the same form will allow incorporeal substances to pass freely. The amount of resistance scales with sorcery skill. |
| ap11 | Force Field | 11 | This self-cast spell allows a mage to use his essence to build and maintain a wall that absorbs attacks. While it prevents critical wounds, the wall is not perfect and depends upon the mage's sorcery skill for its defensive capabilities. |
| ap13 | Create Glyph | 13 | Pure essence, without proper manipulation, is disruptive. If such unrefined essence is made to contact with certain materials – especially metals – on a certain fixed area, the create glyph cantrip will rearrange a tiny fraction of the surface of the substance in tune with the caster's personal essence flow. This coin-sized area on the object is known as a glyph, and is often used to show ownership. It is invisible to the naked eye; however, if the item upon which this spell is cast already has a glyph, this spell will reveal the glyph's ownership. With lengthy study in this circle, the glyph can remain permanent. |
| ap17 | Essence Field | 12 | This spell gives the wizard a stronger connection to the weave, allowing him to replenish his essence at a faster rate so as not to slow down his procedures and spells. |
| ap19 | Lesser Equilibrium | 19 | This spell alters the flow of essence within the wizard, increasing its essence reserves. The spell's effect scales with sorcery skill. |
| ap30 | Arcane Grand Mastery | Ultimate | This spell is temporarily disabled pending class revisions. |
This circle is available to Bards, Empaths, and Illusionists.
| Number | Name | Cost | Description |
|---|---|---|---|
| vp01 | Mental Intrusion | 1 | The most basic of vedic manipulations, this spell will allow the caster to intrude into a targets mind and cause a slight bit of damage. |
| vp02 | Kinetic Compression | 1 | Using only his willpower, the caster can strike out at his foe, causing damage to his enemy's physical self. This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime. |
| vp03 | Foresight | 3 | This spell will allow the caster to invest the ability to predict what actions may take place, thus improving the ability to defend reflexively. The bonus scales with focus skill. |
| vp05 | Glimpse | 10 | Upon focusing to a single target, this spell will allow the caster to glimpse where he or she is at the present time. |
| vp07 | Vedic Mastery | 7 | Causing the workings of the mind to be clearer, this spell will improve the ability of the caster to focus on his or her vedic spells. The bonus scales with focus skill. |
| vp10 | Empowerment | 10 | This spell will grant the caster an increase in strength and stamina for when in tough physical scuffs at a penalty to wisdom and reasoning. The bonus scales with focus skill. |
| vp11 | Precognition | 11 | Like foresight, this great Vedic exercise will give the caster a great view into the future. Unlike foresight, this spell grants vastly superior ability to dodge incoming assaults dependent on the caster's focus skill. |
| vp13 | Serenity | 8 | Reaching into the mind of a target, this spell will render him, her or it in a serene-like state, lacking the motivation to attack. |
| vp30 | Grand Vedic Mastery | Impressive | This spell has been disabled pending class revisions. |
This circle is available to Channelers, Illusionists, and Wizards.
One of the oldest circles of magic in the Arcane sphere, the road of Esu involves the basic magic of protection and shielding from both spells and physical attacks. There is also an element of evasion magic inherent in the spell list. Unlike Via Ars Av, this circle does not deal with meta-magic, but rather the raw contest of defensive and offensive energies.
| Number | Name | Cost | Description |
|---|---|---|---|
| ve01 | Lesser Shielding | Marginal | Upon casting this spell, the essence surrounding the target's body will become slightly viscous and in an invisible yet pseudo-solid state. The result is that any incoming physical blows will be impeded to a small degree. |
| ve03 | Lesser Flux Disruption | Lesser | Magical energies begin to swirl and coalesce about the target in a swirling unstable state. Any centralized manipulations of essence directed toward said target will thus be diluted and do less physical damage. |
| ve06 | Brittle Ward | Lesser | Tendrils of physical essence, which many simply call glass, forms a protective shell around the target's form. However, the nature of the spell allows for free movement, but the glass will shatter after too many successful hits. |
| ve08 | Intuition | Balanced | By tapping into the currents of ever-present essence, a wizard can sense where there has been a recent disturbance, or possibly even where the essence flows are being directed. The result is a preconception of where one might be lurking in the shadows. This spell will grant a small bonus to ambush defense. |
| ve12 | Sphere Discipline | Greater | This spell grants moderate defense against spells of a certain sphere, definable upon casting. So if the mage is fighting a creature that uses glas spells, he can ward them with this enchantment. |
| ve15 | Armor Enhancement | Greater | This spell adds magical padding to armor to decrease the severity of hits taken by the person wearing the armor. |
| ve20 | Greater Brittle Ward | Ultimate | The shell of glass that is produced by this spell, similar to that of ve06, will protect the target considerably but the duration is short due to the nature of glass, which is easily broken. |
| ve22 | Greater Shielding | Ultimate | This spell is like ve01 expect more essence is used and is manipulated into a more viscous state. |
| ve25 | Greater Flux Disruption | Greater | Like ve03, this spell grants magical defense but at a greater scale due to a greater amount of essence in a more chaotic state of existence. |
This circle is available to Illusionists and Wizards.
One of the four standard elemental circles, fire magicks are considered some of the oldest known to mage-kind. It was a dedicated study of this circle that lead illusionists to the outgrowth of their specialized magic (and subsequent forsaking a sole dedication to the Arcane sphere). Many illusionists with a link to the past still study this magic circle.
| Number | Name | Cost | Description |
|---|---|---|---|
| vf01 | Fire Cantrip | 1 | This spell can cause a spark of fire to ignite flammable objects. |
| vf03 | Fire Star | 5 | The caster throws a crystal of condensed fire towards a target, which then explodes in a burst of fire. This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime. |
| vf06 | Blinding Flash | 6 | This spell gathers light and then frees it in an explosive flash that blinds the target. Has a target-based cooldown. |
| vf09 | Blaze | 9 | This bolt spell lights the target on fire, dealing damage over time. |
| vf12 | Emberwreath | 12 | By casting this spell, a shield of fire surrounds the caster and lashes out when the caster is successfully attacked. Gives a magical bonus to evasion that scales with sorcery skill. |
| vf15 | Instill Flame | 15 | This spell instills the caster's hands with fire, allowing them to either touch a target and release the fire upon them, or touch a weapon to instill fire into it. The amount of damage dealt by the flare scales with the caster's sorcery skill. |
This circle is available to Channelers, Illusionists, and Wizards.
This via is a study of pure displays of essence, and to a lesser extent, electricity. Extrovert spells, as is their nature, effect others and gather no small amount of interference from the caster's aura. The road of Ful Flux deals with electrical storms and gross displays of aether.
| Number | Name | Cost | Description |
|---|---|---|---|
| vff01 | Essence Spark | Slight | A spell that causes a minor spark of flux that will deal damage to a target. |
| vff05 | Essence Reserve | Balanced | The caster directs the flow of essence toward him or herself, resulting in an increased reserve of essence at the caster's disposal. |
| vff07 | Essence Saturation | Balanced | The casting of this spell upon a target will decrease his/her/its essence pool and ability to perform sorcery-type spells. |
| vff11 | Rip Flux | Balanced | A burst of energy explodes from around the caster, knocking down people not in the casters group and dealing out damage. |
| vff13 | Essence Bolt | Balanced | This spell is a much stronger form of the previous essence spark. The caster draws essence from the Weave and fires it as a bolt at his foe. |
| vff16 | Essence Foam | Greater | Although seemingly misplaced, this spell is a result of extensive manipulation of raw essence. The result, if done correctly, are small viscous bubbles of essence, which is accomplished by sending thousands of miniscule swirling flows of essence around a target, where they are perpetuated by the caster's energy until solidified. Once solidified, the bubbles cling to the target and disrupt movement. |
| vff19 | Essence Detonation | Exorbitant | Activating this spell and touching a target causes the essence within a target to explode, damaging the target. |
| vff21 | Essence Flash | Balanced | Through his connection to the weave, the mage draws essence from the aether around him and releases it as concentric rings of intense magical energy, dealing considerable damage to everyone in the area. |
| vff30 | Matter Detonation | Ultimate | This spell allows the caster to turn an object into a bomb, destroying the object and cause extensive damage. |
This circle is available to Illusionists.
| Number | Name | Cost | Description |
|---|---|---|---|
| vlkm01 | Sunlight | Slight | This spell creates a beam of bright light that can be used to stun, blind, or even knock out the target. |
| vlkm03 | Spectrum Blast | Lesser | This spell creates colored beams of light with various strength. Focal points, such as prisms, can increase the number of beams, as well as greater training. |
| vlkm04 | Ventriloquism | Balanced | By manipulating reality, this spell can cause the caster's voice to sound as if it was coming from another location. |
| vlkm05 | Scan | Balanced | By use of a prism, the caster can amplify light and shadow to discover people in hiding as well as faint tracks in the ground. |
| vlkm07 | Blend | Balanced | This spell weaves light around the caster so that they seem to blend into whatever they are near. Not as strong a deception as true invisibility or fading, this spell can still fool those not looking close enough. |
| vlkm09 | Potentate | Balanced | If cast on a gem, it will become a ball of energy that will explode when thrown; if cast on a weapon, the weapon will deliver minor explosive blasts intermittently when used. This is harmful to the blade, and bad fumbles can lead to it being harmful to the holder. |
| vlkm10 | Concentrated Beam | Balanced | Similar to spectrum blast, this spell only uses one much more powerful beam. This beam can cause more physical damage than its spectrum blast counterpart. |
| vlkm14 | Prismatic Shield | Greater | Like spectrum blast, this spell uses different colored shields to create defense against attack. Prisms and more training will increase the number of layers. |
This circle is available to Bards, Empaths, and Illusionists.
| Number | Name | Cost | Description |
|---|---|---|---|
| vmsq02 | Thought Sever | 5 | This spell removes telepathic connections and can be targeted to specific channels. |
| vmsq05 | Telepathic Projection | 10 | With this spell, the caster is able to send his thoughts over distances. |
| vmsq08 | Dual Link | 8 | This spell gives the caster the power to link his mind with another and share conversation. |
| vmsq11 | Thoughtnet | 11 | This spell gives the caster the power to converse over the thoughtnet. |
| vmsq13 | Group Link | 13 | This spell gives the caster the power to converse through telepathy to all in his group. |
| vmsq16 | Clairvoyance | This spell is currently disabled. | |
| vmsq19 | Hive Mind | This spell is currently disabled. |
This circle is available to Illusionists.
| Number | Name | Cost | Description |
|---|---|---|---|
| vm01 | Light Field | Marginal | This spell uses basic illusionary concepts of light manipulation and flux conversion to create a defensive shield of light around the caster. |
| vm03 | Create Focus | Slight | Allows a "White Light" Illusionist to create a prism from a near perfect crystal using sunlight. This can be used as a focal point for white light spells and are somewhat volatile and may explode when thrown. A "Black Light" illusionist can create a pure black null ring from a near perfect crystal that can work as a focus point for black light spells; can cause void damage when shattered. |
| vm06 | Recharge Focus | Balanced | This spell will call forth a beam of sunlight to recharge an illusionist's focus item (null ring, prism, or prismatic weapon). The added charges will be based on level and there is a possibility, at high levels, of adding to the maximum charges. However, each cast will reduce the quality of the focus item until it finally is destroyed. Note: Total charges cannot exceed maxmium charges. |
| vm08 | Sight | Lesser | By creating connections from external light to the mind, this spell can increase observational abilities or cure blindness. |
| vm13 | Armor Fantastique | Greater | By using his abilities to fool the mind, the channeler uses this spell to create an illusionary suit of armor. |
This circle is available to Illusionists.
| Number | Name | Cost | Description |
|---|---|---|---|
| vnkm02 | Black Light | Lesser | This spell shoots out a ray of energy that attempts to erase from reality where ever it goes. Like air into a vacuum, reality then rushes in to fill the space, causing void damage. |
| vnkm05 | Fade | Balanced | Using this spell, the caster to partially fade out of reality. While not enough to cause harm, it allows the caster to be able to slip into things such as the ground and solid walls (with more expansive training), becoming essentially invisible. This makes it harder to hit the caster physically, as well as target them with magic. |
| vnkm09 | Dissolve | Balanced | Dissolve manipulates the reality of a target to remove spells on it. When targeting another person, the released energy can backlash and harm the target. |
| vnkm15 | Reality Field | Greater | The caster creates a field around himself, a localized reality manipulation where magic does not exist. Similar to trying to throw a ball through a brick wall that doesn't believe in balls going through it, magic is stopped from entering or leaving. |
| vnkm21 | Feedback Loop | Greater | Using a null ring, the caster twists the target's sensory input and output to the point where they wont be able to tell what is real or not. |
This circle is available to Illusionists.
| Number | Name | Cost | Description |
|---|---|---|---|
| vuz15 | Zyzyl's Mocking | Impressive | As Zyzyl did when mocking the wizard's council, this spell creates a doppelganger, a duplicate of the caster, that will do as the caster does. It can attack and be attacked, useful for fooling those wishing to do the caster harm. |
| vuz19 | Zyzyl's Vengeance | Impressive | Reminiscent of Zyzyl's flight to freedom, this spell allows the caster to take look like a creature they can physically touch with the spell. Normal means of detection will not discover them |
| vuz25 | Zyzyl's Defense | Impressive | In order to protect himself, the caster creates a magical shield that can repel arcane magic, sometimes even rebounding them towards the original caster. |
| vuz30 | Zyzyl's Power | Ultimate | Using gems or shifting rings, the caster creates great focal points for white or black magic (gems for white magic, shifting rings for black). Common versions of this spell are the fantastic prismatic weapons of the Lun Kol Mar illusionists. |
| vuz45 | Zyzyl's Escape | Ultimate | Again reminiscent of how Zyzyl was able to escape punishment by the council of Mages', this spell uses reality manipulation to teleport the caster away from a fray and still leave a duplicate of him or herself standing there to distract the attackers. |
Skills
(Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.)
| Skill | Value |
| Alchemy | Normal |
| Animal Handling | Bad |
| Archery | Very Bad |
| Armor | Very Bad |
| Channeling | Very Bad |
| Conditioning | Bad |
| Evasion & Dodging | Good |
| First Aid | Normal |
| Fishing | Normal |
| Focus | Very Good |
| Foraging | Normal |
| Gnosis | Very Good |
| Kinesis | Very Good |
| Larceny | Bad |
| Lockpicking | Very Bad |
| Lore | Good |
| Mechanisms | Very Bad |
| Melee Weapons | Bad |
| Observation | Normal |
| Outdoorsman | Bad |
| Parry | Normal |
| Shields | Very Bad |
| Skinning | Normal |
| Sorcery | Very Good |
| Stealth | Bad |
| Tactics | Normal |
| Throwing | Bad |
| Unarmed Combat | Very Bad |
Wishing to tamper with reality? Then being an illusionist is for you.
If you wish to meddle with the perceptional reality, the hypothetical reality and the ultimate reality, you will love being this profession, even though it is perhaps the toughest trade to master. In the end, it is one of the most beneficial, I will explain why as we go along.
Firstly, the illusionist spells are riddles of the mind, almost impossible to predict. We have a variety of spells to suffice for our personal pleasure, or self-protection. Many include manipulation of light; others, the bending of reality. The force of our will is our guide to coaxing these vast intricacies. We will get to the spell lists soon, but for now, allow me to say that the conditions surrounding being an illusionist can be very awkward for some, although a few might feel very comfortable with the secrecy we must endure.
Where did Illusionists come from, some may ask, as well as question why the bitterness between wizards and illusionists? Both deal in the arcane arts, both are scientific in their magiks as opposed to the astrals like channelers, yet the friction between the two is almost culpable.
One cannot mention the circumstances surrounding the foundation of the illusionist profession unless they speak of its figurehead, Master Zyzyl, a being as illusive as a spark of warmth over the Sea of the Frost Wyrm. Even the most general rendering of knowledge regarding the Illusionist Master varies greatly, depending on their interpreters chosen school of study. In light of the inconsistent nature of the information itself, many wise scholars choose to examine only the facts surrounding the elusive Master Zyzyl, ignoring the rumor, conjecture, and mystery of this nominal mystic.
Of his doings before the separation of Illusionists from the Wizards, only the following information endures: he was a top member of the Via Flam College of Arcane Arts and held the Flam Seat on the Council of Mages for several decades. Zyzyl was also a natural born Vedic of fantastic powers, lesser only to the great Qai Masters. It is generally assumed that he trained beneath these Masters during a long period of absence several years before the division. When he returned from his travels, he delved into the areas of Reality and The Metaphor. While it was unknown for wizards to study in this field, it was not until Zyzyls joining that it began to gain any real creditability as a true arcane science.
Zyzyl felt that Arcane Magic and its rules were causing essence, itself, to stagnate and stiffen and began experiments into a new magik form. Through various experiments and studies, Zyzyl found that new Reality Modification magik actually caused standardized Arcane Magic to decrease in power, and the newer form to gain power. This, of course, did not make him very popular with the Council when they learned of the school he formed with his apprentice, Trillian. This knowledge came to them from a jealous student named Brint, who came to be known as The Betrayer. Zyzyl and his students found they had to flee to avoid arrest or perhaps even extermination and rumor is that he took his school underground.
This brings us to the present. Only those who follow the Master know if the legends are true or not, but what we do know is we must learn to control the teachings of Zyzyl and Trillian, before they control us. The knowledge of illusion is very much like a double-edged sword that cuts two ways, it can be beneficent or it can turn to pure evil... it is all in the hands of the mage.
As for the spells that are available to the illusionist, they too are extremely involved and it will take weeks of explaining to clarify just one, so I will put what those of us have gathered through trial and error into a brief synopsis.
Via Nox Kol Mar, or Dark Paradigms, is a circle of spells that allows illusionists to intricately manipulate reality to do our deeds. Whether it be forcing reality to believe that magik does not exist, or simply ripping away someone's senses so they cannot tell what is real or not, these spells are very dangerous and highly effective. The road of Nox Kol Mar deals with some very destructive magics and shares some parallels with the void energy, a signature of channeler circles; this grouping is not to be tampered with by the foolhardy.
Via Lun Kol Mar, or Light Paradigms, is the dazzling design of light manipulations and deals with the hybrid Arcane/Vedic theory of light magic, in this case, white light. The circle represents the pinnacle of illusionist study in opticks, one of the gross and intra-convertible forces of the Weave. It involves an equal measure of offensive and defensive spell effects and is quite vulgar and showy. They are worthy in their cause to create a field of illusions, moreover to squeeze them out of a tight situation and ranges from throwing your voice elsewhere, to making it appear that a tree is talking, or blending into the surroundings to be unseen by those not watchful. It is perfect for controlling certain aspects of the balance between reality and illusion, and not quite a danger like Nox Kol Mar is.
The Via Miras circle of magic deals with the primary applications of illusions and illusionary constructs. Unlike many other spell lists, the road of Miras has a very large library of different effects and is quite powerful in some respects (although hampered by the normal belief-based issues common to most illusions). "Guises" is considered the primary field of study for any ascendant illusionist.
Via Ul Zyzyl is the class taught by Zyzyl himself, which is the most boding spell list for illusionists. It consists of masterful construction of manipulating the three realities to a great depth. From splitting yourself into two entities, to halting arcane magik from being used against you, even becoming the image of any creature you touch, within reason. It was this circle that many feel allowed the Master to escape the Council.
All of these spells need focal points in order to work. What is a focal point, you might still ask, being one who does not quite listen well enough or read between the lines? I will repeat; it is the source of energy extracted from the sun that we instill into an ordinary gem. That gem then metamorphoses into our very source of power. When the sun is bright, the prisms gathered in the gem creates the power of light for the Lun Kol Mar gathers, due to their bending of the brightness. On the other, more gloomy hand, null rings are pure obscurity, which is for the Nox Kol Mar mages, due to their powers to manipulate the darker aspects of the illusionary magik.
Other spell circles that illusionists may also study are Arcane Prime, Via Esu – Protection Magicks, Via Flam – Fire Magiks and Via Ful Flux – Flux Magicks; those that Zyzyl brought with him from the council. He also included in his new magik the teachings of his Qai Masters, the mind spells of Vedic Prime and Via Mar Sani Qel – Linkings.



