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. An additional circle is available at levels 15, 30, and 50.
Click on the column header to sort by that column, or click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.
This circle is arcane-vedic hybrid and is mutually exclusive to Via Lor Kol Mar.
Shortname
Name
Cost
Description
vnkm02
Black Light
2
This chargeable bolt 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. Receives a bonus to damage and tohit from foci based on the bonus of the focus.
vnkm04
Shadow Sleight
4
By manipulating reality, this spell allows the caster to animate shadows.
vnkm05
Pitch Black
5
An instant-cast warding spell that causes blindness on the target. The spell receives a bonus to tohit from foci based on the bonus of the focus.
vnkm08
Dissolve
8
Warding spell that removes spell effects from the targeted person or item. Dissolve receives a bonus to tohit from foci based on the bonus of the focus.
vnkm11
Reality Field
11
The caster creates a field around himself, a localized reality manipulation where vedic magic does not exist. Provides a bonus to evasion that scales with the appropriate skill and provides defense against vedic magic warding spells similar to primary defensive abilities.
vnkm14
Shadow Betrayal
14
A cold damage hybrid arcane-vedic warding spell that causes your shadow to cling to you, hindering your movement. The spell receives a bonus to tohit from foci based on the bonus of the focus.
Vedic Prime
Vedic
This circle is available to Bards, Empaths, and Illusionists.
Shortname
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 grants an increase in strength for purposes of carrying, dragging, lifting, and swinging weapons. The bonus scales with focus skill, and can be cast on oneself, others, or one's group.
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.
Via Mar Sani Qel
Vedic
This circle is available to Bards, Empaths, and Illusionists.
Shortname
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.
Via Dram Sani
Vedic
This circle is available to Illusionists.
This circle is vedic and is mutually exclusive to Via Res Mox.
Shortname
Name
Cost
Description
vds03
Mind Crush
3
A chargable warding spell that does direct damage to vitality.
vds06
Hallucination
6
A warding spell that causes a damage over time effect to the opponent. The duration of the effect scales with the focus skill and will statistic.
vds09
Feedback Loop
9
A warding spell that causes a penalty to the opponent's will stat (lowering their resistance against vedic warding spells). The penalty scales with the focus skill and will statistic.
vds12
Chaotic Learning
3
A spell that provides a bonus to skill learning that scales with the focus skill and will statistic. This bonus is comparable to the human learning bonus at maximum skill.
vds15
Mindscape
30
A spell that allows the caster to physically enter into the collective consciousness and emerge elsewhere in the world, with a bit of inaccuracy. Note that there is a delay after casting, and taking any action will cause it to fail.
Arcane Prime
Arcane
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.
Basic Arcane Prime spells may be learned from Chaemim in the Lyceum. Intermediate Arcane Prime spells may be learned from the arcane prime tome sold in the Lyceum.
Shortname
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.
Via Flux Miras
Hybrid Arcane-Vedic
This circle is available to Illusionists.
This circle is arcane-vedic hybrid.
Shortname
Name
Cost
Description
vfm03
Searing Bolt
5
A chargable arcane-vedic hybrid bolt spell that deals fire damage.
vfm06
Pyrokinesis
6
An arcane-vedic hybrid warding spell that causes fire damage over time. The duration of the fire scales with the appropriate skill and stat combination. This spell may also be used to light flammable objects on fire.
vfm09
Aether Damper
9
An arcane-vedic hybrid warding spell that causes a magical penalty to the target's gnosis skill. This penalty scales with the appropriate skill and stat combination.
vfm12
Essence Flame
12
A chargable arcane-vedic hybrid warding spell that drains essence from a target.
vfm15
Instill Essence
15
An arcane-vedic hybrid spell that adds a temporary essence flare to a weapon. The damage and uses of the essence flare scale with the appropriate skill and stat combination.
Via Miras
Hybrid Arcane-Vedic
This circle is available to Illusionists.
This circle is arcane-vedic hybrid with the exception of vm03 (pure vedic).
Shortname
Name
Cost
Description
vm01
Light Field
1
This spell uses basic illusionary concepts of light manipulation and flux conversion to create a defensive shield of light around the caster. Boosts physical defense in an amount that scales with the appropriate skill.
vm03
Create Focus
3
Allows a "White Light" Illusionist to create a prismatic focus from gem using sunlight, and a Black Light" illusionist to create a null gem from the dark of night, which work as a focus point for certain spells. The focus' charges are based on the value of the gem and each charge will decrease the gem's value. The quality of the focus scales with the appropriate skill, affecting offensive illusionist-specific spells in the way that weapon quality does, and other illusionist-specific spells as noted. This spell is vedic.
vm05
Sight
5
By creating connections from external light to the mind, this spell can cure blindness allows the caster to always see magically invisible people.
vm07
Fade
7
Causes the caster to become magically undetectable (invisible) to the perceptions of others. Moving from the room or assailing a target in any way breaks the effect.
vm11
Armor Fantastique
11
By using his abilities to fool the mind, the caster uses this spell to create an illusionary suit of armor that does not come with penalties to anything but martial arts. The type of armor scales with the appropriate skill and the armor quality scales with the quality of the focus.
vm15
Zyzyl's Defense
15
Provides a defensive resistance against arcane warding spells similar to primary defensive abilities.
Via Lor Kol Mar
Hybrid Arcane-Vedic
This circle is available to Illusionists.
This circle is arcane-vedic hybrid and is mutually exclusive to Via Nox Kol Mar.
Shortname
Name
Cost
Description
vlkm02
Spectrum Blast
2
This spell creates colored beams of light with various strength. A chargable essence bolt spell that receives a bonus to offense and damage from prismatic foci.
vlkm04
Ventriloquism
4
By manipulating reality, this spell can cause the caster's voice to sound as if it was coming from another location.
vlkm05
Sunlight
5
An instant-cast warding spell that creates a beam of bright light that causes the target to be blinded and receives a bonus to offense from prismatic foci.
vlkm08
Sear
8
Warding spell that strips spell effects off of the target.
vlkm11
Prismatic Shield
11
Self-cast spell that provides a bonus to evasion and melee defense that scales with focus skill and the will stat. This spell requires a prismatic focus and can receive bonuses to the scaling from it.
vlkm14
Fireflies
14
Bolt spell that causes the target to receive damage over time. The duration of the time scales with focus skill and the will stat. This spell receives a bonus to offense and damage from prismatic foci.
Via Res Mox
Arcane
This circle is available to Illusionists.
This circle is arcane and is mutually exclusive to Via Dram Sani.
Shortname
Name
Cost
Description
vrm03
Spatial Distortion
3
A basic "fetch" spell that allows the caster to get an item without using the get verb.
vrm06
Extradimensional Space
6
A spell that causes a container to ignore the size limitations. Note this does not ignore maximum weight or maximum item limits.
vrm09
Internal Bleeding
9
An arcane warding spell that opens a wound in the target that bleeds heavily.
vrm12
Internal Rift
12
A chargable warding spell that deals slashing damage and may bypass armor and armor-like effects.
vrm15
Pocket Dimension
50
This spell opens and closes a saving room with extremely limited space in an outdoor room. The space of the Pocket Dimension scales with the sorcery skill and reasoning statistic. This room, like druid groves, may be customized as if it were an inn room through use of fame.
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
Good
Evasion and 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
Metallurgy
Normal
Observation
Normal
Outdoorsman
Bad
Parry
Normal
Shields
Very Bad
Skinning
Normal
Sorcery
Very Good
Stealth
Bad
Tactics
Good
Throwing
Bad
Unarmed Combat
Very Bad
Spoiler Information
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.