CC - The Illusionist

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The Illusionist

When you experience a powerful hallucination that opens your mind to the ! Knockoff (CHA)
secret nature of the senses, you are on your way to becoming a powerful You can create a convincing show of magic. It looks like a spell; smells
illusionist. The next time you level up, you may choose this move: and sounds like a spell; it even tastes like a spell. But it’s a fake! None of
the effects of the spell actually manifest.

Starting Move When you wave your hands and act as if you were casting a divine or
arcane spell of your choosing, roll+CHA. *On a 10+ it works the way
you planned. *On a 7-9 it works, but choose one.
! Just My Imagination (INT)
You can make illusions! A basic illusion targets one of the five senses • The casting backfires in some way and results in an unintended side
(sight, sound, feel, taste, or smell) and alters an area about the size of a effect. Your GM will explain what happens.
human or smaller. • You draw unwanted attention or put yourself in a spot.
• The effect is either more or less powerful than you expected. Take -1
You spend figments to create an illusion. A basic illusion costs one forward as you recover your senses.
figment. You have a number of figments equal to your level. When you
dismiss an illusion, you regain what you spent to create it. You may spend ! Figmentary Surplus
additional figments, if they are available, to enhance your illusion. You have tapped a new source of creativity for your illusions. You now
have your level+INT figments available to spend on illusions.
Expand the area of alteration:
! Permanent Marker (INT)
• Large – about the size of a cart (+1 figment)
When you take time to make an illusion or glamer permanent, spend 1
• Huge – about the size of a small house (+3 figments)
XP and roll+INT. *On a 10+ it happens. *On a 7-9 it happens, but choose
• Gigantic – about the size of a mansion (+5 figments)
one.
• It will dissipate once someone discerns its true nature.
Add one or more senses:
• The effort was a great strain on you. Spend one more XP.
• Sight, sound, feel, taste, or smell (+1 figment each)
• The effect is altered in the process. Your GM will tell you how.
When you attempt to create an illusion in a visible, open space,
describe the illusion, spend the figments required to create it and roll+INT.
*On a 10+ you succeed in creating a convincing illusion. *On a 7-9 you
New Illusion Spells
succeed, but choose one. If you have a spellbook, you may choose from any of the following spells
• It requires more mental effort than you anticipated; spend an extra in addition to your other spell options when you level up.
figment to maintain it.
• It isn’t very convincing. A clever creature will probably suspect ! Magical Aura Level 1 Ongoing
something is amiss. You can make an item appear magical when it is not, or mundane when it
• It doesn’t appear exactly how or where you intended. Your GM will is magical. While you are casting the spell, touch an item and specify how
tell you what went wrong. it will appear. To those who can detect magic, it will be so. This spell does
• It requires all of your attention to maintain it. not change the substance or properties of the item. A suspicious creature
may discover its true nature by examining it closely. This spell lasts until
you dismiss it. While the spell is ongoing, you cannot cast a spell.
Advanced Moves
! Taste the Rainbow Level 3
When you gain the Illusionist’s starting move, the following count as class
When you cast this spell, a curving beam of prismatic light shoots from
moves; you can choose from them when you level up.
your fingers and appears across the sky. At the end of the beam, you’ll
find a pot filled with 1d6 x 100 coins. The coins look real but will turn to
! Glamer Shot (INT)
dust within a day of being removed from the pot. The beam fades on its
When you touch an object or creature (other than yourself) and call
own over time, but you may also dismiss it early. When the beam is gone,
upon your source of magical power to alter its appearance to
the pot disappears with it.
something else similar to its same size and shape, describe your
intended effect and roll+INT. *On a 10+ choose one. *On a 7-9 choose
! Swapsense Level 5 Ongoing
two.
Point at an item that a creature is holding or wearing. You may replace its
• You must maintain contact with the target to preserve the effect.
sound, smell, taste or feel with something else of the same type. While this
• The effect won’t last very long. spell is ongoing, you take -1 to cast a spell.
• The effect is distorted or different from what you planned. Your GM
will tell you how. ! Greater Invisibility Level 7 Ongoing
Reach out and touch an ally or an object smaller than yourself. Poof! They
! Ghostly Sense (WIS) are invisible. The spell persists until you dismiss it. While the spell is
Your deep understanding of illusions allows you to perceive things that ongoing, you take a -1 to cast a spell.
others cannot. When you concentrate to discern the shimmering traces
of an invisible or incorporeal creature, roll+WIS. *On a 10+ you see it. ! Mind Trap Level 9 Ongoing
*On a 7-9 you see it, but choose one. Walk a wide circle as you cast this spell. The next sentient creature to
• You draw unwanted attention or put yourself in a spot. enter the circle falls unconscious. Its mind enters an illusionary world of
• You see only a glimpse of it, just long enough know its current your design. You retain control over the world and may interact with the
location. trapped creature through it. Only powerful magic or your dismissal of the
• It requires all of your attention to concentrate on the creature. spell will release the creature. While this spell is ongoing you take a -1 to
cast a spell.

T HE I LLUSIONIST V 0.2

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