The Path of Veils
From FFa2Wiki
Title: Illusionist
Origin: Invocation
Attribute: Social
School: Phantasm
Effects: Chaos, Force, Glamour, Kismet, Light, Order, Shadow, Sound
Also known as Glamour Magic or Dream Magic, the character is able to forge their dreams and imagination into a semi-reality by harnessing the chaotic realms of Faerie. The character draws upon the essence of the Faerie Realms, using the glamour found there to give the Illusionist's creations a semblance of life.
Those who walk this Path often find it difficult to separate fantasy from reality, as to them, one is just as real as the other. Such individuals see the world and those within it as bound by the mundane, devoid of the true spark of creativity and wonder, while they themselves revel in the realms of imagination.
Contents |
Form Benefits
When casting a Spell upon a person, the Spell is always resisted by the Resolve Trait. A target may use Integrity as an Active Defence against these Spells. All Veiled Spells ignore Armour Soak and Natural Soak, and damaging Spells use the target's Social Attribute for purposes of Soak rolls. Area Modifiers always uses the character's full Might rather than half Might.
When a Veiled Spell's duration ends, the side effects of that Spell disappear at the end of that Scene. Those who made Death Saves due to damage are allowed to make another Death Save at the end of the Scene, without penalties. Those who succeed are only unconscious, their wounds fading away. Those who fail were killed from the shock of their 'death'.
Example: An evocation of a fire spell burns down a building and scorches the landscape. At the end of the scene, the building is intact and unharmed, and the landscape is uninjured.
Waking Dream
At Growth 1, the character can make their Phantasms seem more real. By spending 1 Essence, the character can take a Full Round Action to prepare an Invocation before casting a Phantasm Spell. The character layers an amount of reality over the Spell. The Phantasm gains a Hardness appropriate to the type of material shown in the Phantasm, up to the character's Might. Thus, a Phantasmal staircase will allow the character to climb, illusionary food will be filling (though will not have taste unless given it), and a phantasmal sword will cut and kill. This Benefit remains in effect for the Spell's duration.
Brush of Reality
At Growth 3, the character can spend 2 Essence as part of casting a Spell, making the effects of the Spell real. Instead of the effects of the Spell fading, the effects remain, as part of reality. In addition, the character always uses twice their Might to determine Area for Phantasm Spells, rather than their normal Might.
Shape Glamour
At Growth 5, the character can spend 3 Essence to reduce the Difficulty of any Phantasm Spell they wish to cast by their Might. In addition, the Spell Effects for Chaos, Glamour, and Order use the full Spell Potency to determine the Effect, rather than half Potency.
Phantasmal Realm
At Growth 7, the character can spend 4 Essence when creating a Phantasm Spell to give the illusion a level of autonomy. Phantasmal birds sing and flutter, illusionary individuals can talk and converse and interact freely with those who speak with them, and the illusion takes on a higher degree of reality. The illusions draw on the character's subconscious, so they act the way the character thinks they should act. Any construct of the illusion that leaves the area of effect vanishes instantly, and the entire illusion vanishes as normal when the duration ends.
Botch Condition
The Realm of Faerie is very hard to comprehend, and drawing upon the energies of the Realm can cause someone exposed to it to be overwhelmed. When casting a Veiled Spell or using a Benefit from this Form, if the dice rolled show no Successes, the character's mind is ensnared by the reality of Faerie. The character is stunned, enraptured by the sensations and images that besiege their mind. The character loses all Actions for a number of Rounds (if in combat), or Minutes (if not in combat) equal to the Base Essence Cost of the Spell, and are considered helpless for the duration. At the end of the duration the character must make a Death Save using the character's Social Attribute. If the roll fails, the character becomes addicted to the sensation (as per the rules of Addiction covered in the Herbalism Skill).
Back to Sorcery
