Illusion

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Key Abilities: Phantom and Disguise

Abilities By Level

37 Abilities

1: Illusion Training; Phantom I; Disguise I; Ensnaring Phantom I

2: Mirror Image I; Terrifying Phantom I

3: Scourging Phantom I; Spectral Claws I

4: Invisibility I

5: Phantom II; Disguise II

6: Beguiling Guise I

7: Ensnaring Phantom II; Sudden Fright I

8: Spectral Claws II; Isolation I

9: Mirror Image II; Terrifying Phantom II

10: Phantom III; Disguise III

11: Scourging Phantom II; Sudden Fright II

12: Invisibility II; Beguiling Guise II

13: Ensnaring Phantom III; Spectral Claws III

14: Isolation II

15: Phantom IV; Disguise IV

16: Mirror Image III; Terrifying Phantom III

17: Sudden Fright III

18: Invisibility III; Spectral Claws IV; Beguiling Guise III

19: Scourging Phantom III

20: Perfect Deception

Abilities In Detail

Illusion Training

Ability Type: Trained Enhancement

Requirements: INT 5

Ability Cost: 3

Effect: You can learn Illusion abilities. In addition, you gain a +20 bonus on checks made to disbelieve enemy illusions.

Phantom I

Ability Type: Illusion Cantrip

Requirements: Illusion Training

Ability Cost: 1

Action Point Cost: 4

Range: Burst 2 in 10 hexes

Target: All enemies with line of sight to burst

Effect: You create an illusion that fools the visual and auditory senses. The illusion cannot be disbelieved unless an enemy interacts with it or is told that it is not real by an enemy that has already disbelieved the illusion. Once given sufficient ground for disbelief, an enemy makes a Will MagRes check with a -5 penalty against your MagFoc + INT and, upon succeeding, disbelieves the illusion. If the enemy interacts with it using one of the senses that Phantom doesn't mimic, then the enemy gains a +5 bonus on the disbelief check. This effect ends at the end of your next turn unless you use 2 AP to sustain the effect for a turn. Upon sustaining Phantom I, you can slide the burst 2 hexes. If an enemy is under an effect that emanated from your Phantom, then the enemy is allowed to make a Will MagRes check to disbelieve your Phantom at the end of his or her turn.

Phantom II

Ability Type: Illusion Cantrip

Requirements: Phantom I; Level 5

Ability Cost: 1

Action Point Cost: 5

Range: Burst 2 in 15 hexes

Target: All enemies with line of sight to burst

Effect: As Phantom I, but the spell also fools the sense of smell. As such, the Will MagRes check suffers a -10 penalty, and the AP cost to sustain the spell increases to 3. Upon sustaining Phantom II, you can slide the burst 4 hexes.

Phantom III

Ability Type: Illusion Cantrip

Requirements: Phantom II; Level 10

Ability Cost: 1

Action Point Cost: 6

Range: Burst 3 in 20 hexes

Target: All enemies with line of sight to burst

Effect: As Phantom II, but the spell also fools the sense of touch. As such, the Will MagRes check suffers a -20 penalty, and the AP cost to sustain the spell increases to 4. Upon sustaining Phantom III, you can slide the burst 6 hexes.

 Phantom IV 

Ability Type: Illusion Cantrip

Requirements: Phantom III; Level 15

Ability Cost: 1

Action Point Cost: 7

Range: Burst 3 in 20 hexes and burst 3 in 20 hexes

Target: All enemies with line of sight to burst

Effect: As Phantom III, but the spell now creates two separate fields of illusion. Any time an effect would be applied to Phantom, it applies to both bursts, and an enemy must disbelieve each effect separately. Incidentally, the spell now also fools the sense of taste, should that become relevant. The AP cost to sustain the spell increases to 5. Upon sustaining Phantom IV, you can slide both bursts 6 hexes.

 Ensnaring Phantom I 

Ability Type: Illusion Phantom Enhancement

Requirements: Phantom I; Level 1

Ability Cost: 1

Action Point Cost: 1

Mana Cost: 30

Effect: Upon the creation or sustaining of a Phantom ability, you may spend extra action points equal to this ability's action point cost to make an INT + MagFoc vs. Will MagRes attack against an opponent that is either within the area of the Phantom or that is one hex outside of the Phantom. If the attack hits, the target becomes slowed. This effect continues until the Phantom is disbelieved by the target.

 Ensnaring Phantom II 

Ability Type: Illusion Phantom Enhancement

Requirements: Phantom II; Ensnaring Phantom I; Level 7

Ability Cost: 1

Action Point Cost: 2

Mana Cost: 48

Effect: As Ensnaring Phantom I, but if the attack hits, then the target becomes immobilized until the Phantom is disbelieved by the target.

 Ensnaring Phantom III 

Ability Type: Illusion Phantom Enhancement

Requirements: Phantom III; Ensnaring Phantom II; Level 13

Ability Cost: 1

Action Point Cost: 2

Mana Cost: 83

Effect: As Ensnaring Phantom I, but if the attack hits, then the target becomes grabbed until the Phantom is disbelieved by the target.

 Terrifying Phantom I 

Ability Type: Illusion Phantom Enhancement (Fear)

Requirements: Phantom I; Level 2

Ability Cost: 1

Action Point Cost: 1

Mana Cost: 33

Effect: Upon the creation or sustaining of a Phantom ability, you may spend extra action points equal to this ability's action point cost to make an INT + MagFoc vs. Will MagRes attack against an opponent that is either within the area of the Phantom or that is one hex outside of the Phantom. If the attack hits, then the target becomes hindered 10. This effect continues until the Phantom is disbelieved by the target.

 Terrifying Phantom II 

Ability Type: Illusion Phantom Enhancement (Fear)

Requirements: Phantom II; Terrifying Phantom I; Level 9

Ability Cost: 1

Action Point Cost: 2

Mana Cost: 54

Effect: As Terrifying Phantom I, but if the attack hits, then the target becomes hindered 20 until the Phantom is disbelieved by the target.

 Terrifying Phantom III 

Ability Type: Illusion Phantom Enhancement (Fear)

Requirements: Phantom III; Terrifying Phantom II; Level 16

Ability Cost: 1

Action Point Cost: 3

Mana Cost: 94

Effect: As Terrifying Phantom II, but if the attack hits, then the target also becomes surprised until the Phantom is disbelieved by the target.

 Scourging Phantom I 

Ability Type: Illusion Phantom Enhancement

Requirements: Phantom I; Level 3

Ability Cost: 1

Action Point Cost: 3

Mana Cost: 45

Effect: Upon the creation or sustaining of a Phantom ability, you may spend extra action points equal to this ability's action point cost to make an INT + MagFoc vs. Will MagRes attack against an opponent that is either within the area of the Phantom or that is one hex outside of the Phantom. If the attack hits, then the target takes 33 + INT psychic damage. The target suffers 10 ongoing psychic damage until it disbelieves the Phantom.

 Scourging Phantom II 

Ability Type: Illusion Phantom Enhancement

Requirements: Phantom III; Scourging Phantom I; Level 11

Ability Cost: 1

Action Point Cost: 3

Mana Cost: 76

Effect: As Scourging Phantom I, but the target takes 53 + INT psychic damage, and the target suffers 25 ongoing psychic damage until it disbelieves the Phantom.

 Scourging Phantom III 

Ability Type: Illusion Phantom Enhancement

Requirements: Phantom IV; Scourging Phantom II; Level 19

Ability Cost: 1

Action Point Cost: 3

Mana Cost: 140

Effect: As Scourging Phantom I, but the attack is made against two targets, and, if the attack hits, then the target takes 73 + INT psychic damage, and the target suffers 40 ongoing psychic damage until it disbelieves the Phantom.

 Disguise I 

Ability Type: Illusion Cantrip

Requirements: Illusion Training

Ability Cost: 1

Action Point Cost: 4

Effect: You make yourself appear like someone or something else. This spell only modifies your visual appearance. The illusion cannot be disbelieved unless an enemy interacts with it or is told that it is not real by an enemy that has already disbelieved the illusion. Once given sufficient ground for disbelief, an enemy makes a Will MagRes check with a -5 penalty against your MagFoc + INT and, upon succeeding, disbelieves the illusion. If the enemy interacts with it using one of the senses that Disguise doesn't mimic, then the enemy gains a +5 bonus on the disbelief check. Whenever you sustain this effect, you can change how you appear, requiring a new Will MagRes check to see through your disguise for any who had previously disbelieved the effect. This effect ends at the end of your next turn unless you use 2 AP to sustain the effect for a turn.

 Disguise II 

Ability Type: Illusion Cantrip

Requirements: Disguise I; Level 5

Ability Cost: 1

Action Point Cost: 5

Effect: As Disguise I, but the spell now produces and alters auditory effects. It can make you sound like someone else, for instance, or mimic the roars of a lion. As such, the Will MagRes check to disbelieve the effect now suffers a -10 penalty.

 Disguise III 

Ability Type: Illusion Cantrip

Requirements: Disguise II; Level 10

Ability Cost: 1

Action Point Cost: 6

Effect: As Disguise II, but the spell now mimics the physical properties of the creature or thing you are mimicking. The disguise convinces anyone touching it that the disguise feels as it should. As such, the Will MagRes check to disbelieve the effect now suffers a -20 penalty. This effect ends at the end of your next turn unless you use 3 AP to sustain the effect for a turn.

 Disguise IV 

Ability Type: Illusion Cantrip

Requirements: Disguise III; Level 15

Ability Cost: 1

Action Point Cost: 7

Effect: As Disguise III, but the spell now reaches into the ether to provide you with the unconscious mannerisms and quirks of the person that you attempt to mimic. As such, the Will MagRes check to disbelieve the effect now suffers a -30 penalty. This effect ends at the end of your next turn unless you use 4 AP to sustain the effect for a turn.

 Spectral Claws I 

Ability Type: Illusion Disguise Enhancement

Requirements: Disguise I; Level 3

Ability Cost: 1

Action Point Cost: 3

To-Hit: INT + MagFoc vs. Will MagRes

Range: 1 hex

Target: One enemy

Mana Cost: 45

Use Requirement: You must be under the effect of a Disguise spell.

Hit: 39 + INT psychic damage.

 Spectral Claws II 

Ability Type: Illusion Disguise Enhancement

Requirements: Disguise II; Spectral Claws I; Level 8

Ability Cost: 1

Action Point Cost: 3

To-Hit: INT + MagFoc vs. Will MagRes

Range: 1 hex

Target: One enemy

Mana Cost: 64

Use Requirement: You must be under the effect of a Disguise spell.

Hit: 54 + INT psychic damage.

 Spectral Claws III 

Ability Type: Illusion Disguise Enhancement

Requirements: Disguise III; Spectral Claws II; Level 13

Ability Cost: 1

Action Point Cost: 4

To-Hit: INT + MagFoc vs. Will MagRes

Range: 1 hex

Target: One enemy

Mana Cost: 83

Use Requirement: You must be under the effect of a Disguise spell.

Hit: 58 + INT psychic damage, and the target is compromised 10 for 4 turns.

 Spectral Claws IV 

Ability Type: Illusion Disguise Enhancement

Requirements: Disguise IV; Spectral Claws III; Level 18

Ability Cost: 1

Action Point Cost: 4

To-Hit: INT + MagFoc vs. Will MagRes

Range: 1 hex

Target: One enemy

Mana Cost: 102

Use Requirement: You must be under the effect of a Disguise spell.

Hit: 70 + INT psychic damage, and the target is compromised 10 and vulnerable 10 for 4 turns.

 Beguiling Guise I 

Ability Type: Illusion Disguise Enhancement

Requirements: Disguise II; Level 6

Ability Cost: 1

Action Point Cost: 4

To-Hit: INT + MagFoc vs. Will MagRes

Range: 5 hexes

Target: One enemy

Mana Cost: 75

Use Requirement: You must be under the effect of a Disguise spell.

Hit: The target becomes charmed for 2 rounds, and then becomes hindered 10 for 2 rounds.

 Beguiling Guise II 

Ability Type: Illusion Disguise Enhancement

Requirements: Disguise III; Beguiling Guise I; Level 12

Ability Cost: 1

Action Point Cost: 5

To-Hit: INT + MagFoc vs. Will MagRes

Range: 5 hexes

Target: One enemy

Mana Cost: 105

Use Requirement: You must be under the effect of a Disguise spell.

Hit: The target becomes charmed for 3 rounds, and then becomes hindered 10 for 3 rounds.

 Beguiling Guise III 

Ability Type: Illusion Disguise Enhancement

Requirements: Disguise IV; Beguiling Guise II; Level 18

Ability Cost: 1

Action Point Cost: 6

To-Hit: INT + MagFoc vs. Will MagRes

Range: 10 hexes

Target: One enemy

Mana Cost: 203

Use Requirement: You must be under the effect of a Disguise spell.

Hit: The target becomes charmed for 3 rounds, and then becomes helpless for 1 round.

 Mirror Image I 

Ability Type: Illusion Technique

Requirements: Disguise I; Level 2

Ability Cost: 1

Action Point Cost: 4

Range: 5 hexes

Target: One ally or self

Mana Cost: 55

Effect: You create three illusory images of an ally or yourself. These illusions mimic the target such that it is impossible to tell the difference between the target and the images. Every time an enemy hits the target, then the enemy has a 50% chance of hitting an image instead of the character. If an image is hit, then it disappears. If Mirror Image I is cast on an invisible target, or the target becomes invisible while under this spell, then the miss chance increases to 75%. This effect ends at the end of your next turn unless you spend 2 AP to sustain the effect. Mirror Image I cannot be recast upon a target until all images of that target have been destroyed or the spell has ended.

 Mirror Image II 

Ability Type: Illusion Technique

Requirements: Phantom II; Mirror Image I; Level 9

Ability Cost: 1

Action Point Cost: 5

Range: 5 hexes

Target: One ally or self

Mana Cost: 90

Effect: As Mirror Image I, but you create six illusory images of an ally or yourself and the AP cost to sustain the spell increases to 3.

 Mirror Image III 

Ability Type: Illusion Technique

Requirements: Phantom III; Mirror Image II; Level 16

Ability Cost: 1

Action Point Cost: 5

Range: 5 hexes

Target: One ally or self

Mana Cost: 125

Effect: As Mirror Image II, but the chance of an enemy hitting an image instead of the target increases to 75% while there are still four or more images. If Mirror Image III is cast on an invisible character, then the miss chance increases to 100%. The AP cost to sustain the spell increases to 4.

 Invisibility I 

Ability Type: Illusion Technique

Requirements: Disguise I; Level 4

Ability Cost: 2

Action Point Cost: 5

Target: Self

Mana Cost: 65

Effect: You become invisible to both enemies and allies. You can still be detected by non-visual senses. Enemies cannot target you directly, but must instead target a space. There is still only a 50% chance that a properly targeted and executed attack hits you. If you are damaged or deal damage with an attack while invisible, then you are no longer invisible. This effect ends at the end of your next turn unless you spend 4 AP to sustain the effect.

 Invisibility II 

Ability Type: Illusion Technique

Requirements: Invisibility I; Level 12

Ability Cost: 2

Action Point Cost: 6

Target: Self

Mana Cost: 105

Effect: As Invisibility I, but you can deal damage and maintain your invisibility. The AP cost to sustain the effect increases to 5.

 Invisibility III 

Ability Type: Illusion Technique

Requirements: Invisibility II; Level 18

Ability Cost: 2

Action Point Cost: 7

Range: 10 hexes

Target: One ally or self

Mana Cost: 135

Effect: As Invisibility II, but the target can both deal damage and suffer damage without losing invisibility, and the AP cost to sustain the effect increases to 6.

 Sudden Fright 

Ability Type: Illusion Reaction

Requirements: Phantom II; Level 7

Ability Cost: 1

Action Point Cost: 3

Trigger: An attack targets you

Target: Attacking enemy within 10 hexes

Mana Cost: 60

Effect: The target suffers a -10 penalty to the triggering attack, and suffers a -5 penalty on all subsequent attacks this round.

 Sudden Fright II 

Ability Type: Illusion Reaction

Requirements: Sudden Fright I; Level 11

Ability Cost: 1

Action Point Cost: 4

Trigger: An attack targets you

Target: Attacking enemy within 10 hexes

Mana Cost: 76

Effect: The target suffers a -20 penalty to the triggering attack, and suffers a -10 penalty on all subsequent attacks this round.

 Sudden Fright III 

Ability Type: Illusion Reaction

Requirements: Sudden Fright II; Level 17

Ability Cost: 1

Action Point Cost: 5

Trigger: An attack targets you or an ally within 5 hexes

Target: Attacking enemy within 20 hexes

Mana Cost: 98

Effect: The target suffers a -20 penalty to the triggering attack, and suffers a -10 penalty on all subsequent attacks this round. The target is also weakened 15 and compromised 10 for 2 rounds.

 Isolation I 

Ability Type: Illusion Technique

Requirements: Phantom II; Level 8

Ability Cost: 1

Action Point Cost: 6

To-Hit: INT + MagFoc vs. Will MagRes

Range: 10 hexes

Target: One enemy

Mana Cost: 128

Hit: The target becomes restrained for 1 round, and then becomes hindered 10 for 2 rounds.

Miss: The target is hindered 10 for 2 rounds.

 Isolation II 

Ability Type: Illusion Technique

Requirements: Isolation I; Level 14

Ability Cost: 1

Action Point Cost: 8

To-Hit: INT + MagFoc vs. Will MagRes

Range: 10 hexes

Target: One enemy

Mana Cost: 173

Hit: The target becomes helpless for 1 round, and then becomes restrained for 2 rounds, and then becomes hindered 15 for 3 rounds.

Miss: The target becomes restrained for 2 rounds.

 Perfect Deception 

Ability Type: Illusion Technique

Requirements: Isolation II; Beguiling Guise III; Level 20

Ability Cost: 2

Action Point Cost: 12

To-Hit: INT + MagFoc vs. Will MagRes

Range: 20 hexes

Target: One enemy

Mana Cost: 218

Hit: The target becomes dominated for 3 rounds, and then becomes hindered 15 and compromised 15 for the rest of the encounter.

Miss: The target becomes dominated for 1 round.

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