An illusionist is a mage who is concerned with the creation of stimuli and the manipulation of matter designed to fool the senses of an observer so that he will accept the existence of what is in fact nonexistent.

Few villains and even fewer heroes have this most underrated power. Although illusions can't break down walls, or heave Cadillacs, they should not be dismissed. A skilled illusionist can change the apparent nature of reality. Properly handled, this seemingly weak power can leave characters doubting their sanity. Illusion is a power of subtlety and indirection. Use it to mislead, deceive and confuse rather than destroy your opponent. If you accept that illusion is not a power for direct violence, you can give your friends an enormous tactical advantage, and drive your foes out of their minds.

Sound illusions can be used for distractions or to deafen an opponent. They can also be used to disguise your sounds as something else. You have complete control over what they hear.

Step 1: Attributes
Roll attributes as normal but raise INT to 15 and WIS to 13, or if already over add +1. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Alertness
Knowledge Artifacts
Knowledge Demons
Knowledge Geomancy
Knowledge Magic
Listen
Step 3: Abilities
Illusionists gain all the following free;

Spellcast - The first sphere the Illusionist learns from is free and must be from Illusion, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Illusion, Mirror, Common and Psionic. Illusionist can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 5, 9, 13, 16 and 19. +1 Sanity save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Willpower save at levels 2, 5, 8, 11, 13, 17 and 20. +1 Spell Bonus at levels 4, 7, 11, 15, 17 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally Illusionists start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Astralwalk 10 The ability to shift one's soul into the astral plane. The character's spirit is intangible and invisible while in this plane but he can see and hear others. He can instantly appear at a known location or fly to an unknown one at 2.997925 x108 metres per second. He can remain in the astral plane for 1 minute per WIS, +1 minute per level. While in this form he can still use all his abilities and cast any of his spells.
Distortion 5 This power allows the Illusionist to dodge attacks by being elsewhere than he appears to be. In game terms he becomes invisible and projects the image a few inches away.
Extend Duration 10 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
HP Bonus 10 CON +6 HP instead of 4, +6 per level.
Hypnosis 5 This mental ability allows characters to perform a limited form of mind control. He can implant an idea into a victim’s head (eg, I’m your friend, you’re sleepy, etc) but only outside of combat. He can also cause a victim to speak what he is actually thinking. And finally he can implant a post-hypnotic suggestion which the victim may save against once per command. If the command is something abhorrent to victim then gain +2 to save. All of these require eye contact and speech for it to work.
Inspiration 5 The mage can present the illusion of invincibility. Allies are immune to panic or being routed so long as you continue fighting alongside them. You can also rally any previously routed by giving a stirring speech. Lasts for WIS x1 round requiring the expenditure of 1 mana per round.
Meditate 10 Once per day per 5 INT per level the Arcanist can meditate for one hour and recover all his mana.
Range Boost 5 +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere.
Save Bonus 10 This is the cost for each additional +1 added to the character's spell save.
True Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; Librarian, Studio Producer, Director,  Special Effects Consultant, Optician, Stage Magician and Academic Researcher.

 

 

Modern Classes