Illusionist
Illusionist
Req. 40+ total in INT and WIS
1. Invisibility: Passive (S)
Whenever you cast an illusionist spell you may choose to become invisible granting you stealth and giving you a stack of concentration. When you perform a non-illusionist action attack or shift while invisible, you lose a stack of concentration. You cannot remain invisible without stacks of concentration. While invisible you can make stealth related checks with your INT or WIS mod.
2. Whats This?: At Will Action (S)
You can create small illusionary constructs and parlour trick illusions with your magic. To try and fool someone with them roll your INT or WIS mod against their INT or WIS mod. For the sake of illusion magic if you roll with INT, they must as well and same with WIS. You can use this skill to make objects small enough to fit wholly within your hand invisible while within 1 range of you.
3. It Wasn’t Me: Encounter^10 Action (S)
Select a visible target, until you use this skill again or turn it off, spells you cast will appear to be coming from the target instead of you. If you cast this spell while invisible all of your abilities look like they are coming from the target, not just your spells.
4. Seeing Double Daily^10 Action (S)
Choose a visible target and create a perfect visual replica of that target. It behaves and functions as normal, but has no physical properties. You can always manipulate it and control it as if it were real despite it not having a physical form.
5. Illusory Object: Passive
You have an illusory object no bigger than yourself that induces whoever is looking at it besides you to see whatever the holder wants them to see it as. (must be similar size or smaller than the object’s real size). You do not need to have a grasp of the properties or details of the object, because the illusion is cast from the mind of the observer. Enemies have disadvantage when rolling against this object or a bluff check made with this object.
6. Startling Illusion: Encounter^15 Action (S)
Create a sudden illusion to startle a visible target, if their instinct was to dodge they stumble back up to three spaces away and the first of your allies they make contact with may perform an interrupt speed action on them. If their first instinct was to block instead, one of your allies may move three spaces towards them and land a guaranteed attack on them that ignores their defences.
7. Illusory Wall: Daily^7 Interrupt (S)
Create an illusory wall construct, objects and people pass through it as normal, but the wall creates sub illusions whenever interacted with physically as if things were actually making contact with it. If this wall is dealt damage twice it disappears.
8. Speed Scroll: Daily^20 Interrupt (S)
Cast an encounter or daily spell without consuming the cooldown for that spell. This can target abilities already on cooldown. If that spell is an illusion, the nearest enemy suffers the effects of startling illusion.
9. Seeing Triple: Encounter Action
Create up to two clones of yourself that operate independently of your actions but in accordance to your will. They can assist you or make attacks, but damage they deal is always equal to your WIS+ INT stats. These clones can interact with the physical plane, but if they are dealt damage twice they disappear. Characters can also attempt to dispel them by rolling against your INT or WIS (your choice). These clones last for up to a day or until the end of a combat they were involved in, whichever comes first.
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