The Path of Veils

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Path of Veils

  • Source: The Aesir
  • Affinity: Phantasm
  • Attribute: Social
  • Effects: Chaos, Force, Glamour, Kismet, Light, Order, Shadow, Sound
  • Titles: Illusionist, Glamour Mage, Dream Mage
  • Favored Races: Animae, Dao, Djinn, Ifrit, Marid, Miko-Kami, Shade, Sidhe
  • Favored Nations: Carcassone, D'remes,

History and Flavor Text

It is fitting that the origins of this path have been made legend, and that there are very few facts to back this story. It is often told that the origin of this path was caused by a tragedy – a ship from Aregon sailed too close to the mists of D’Remes, and was thought to be lost. A decade later, the ruins of the ship sailed out from the mists, and slid quietly and gracefully into the harbour. Those who braved the ship found the entire crew had vanished – all save for the cabin boy. The young lad had not aged a day, but his eyes were the most piercing green, and he saw things that nobody else could see. As he grew, he could draw his visions into the world, showing what he saw. The stories differ on what happened to the boy at that point.

A person can not simply learn how to become an illusionist. Instead, the apprentice is led to a place with a strong connection to the faeries, and sent on a dream quest – passing the realms of sleep and sending their soul into Faerie itself. Those who recover from the experience are often gifted with the ability to see glamour, and if they recover from the maddening event, their teacher begins the process of showing them how to shape this glamour and become a true illusionist. Even once the apprentice has recovered their sanity, it is often a question about what is real, and what is illusion. Some illusionists treat their glamour constructs as real people, while dismissing the world around them as a convenient ‘lie’. Others question the borders placed between the world of glamour and the physical world. Many simply do not recover fully, entranced and addicted to the raptured of glamour, fading away over time, or wandering off to join the faeries.

Those who have studied this path have learned that the glamour provided to the illusionist is granted by the Aesir – the powers that rule Faerie. These primordial entities do not explain why they grant a portion of their power to mortals, and there is very little rhyme or reason to the decision. This power, however, is dangerous in the hands of those with weak will, as using glamour produces a feeling of rapture, causing the emotions of the user to becoming heightened and refined. A sorcerer who is feeling playful may find themselves giddy and giggling, while one in the throes of rage are a terror to behold.

While illusionists begin with the knowledge of how to create phantasms, as they grow experienced and expand into other forms of magic, their glamour becomes more real and solid. In essence, all illusionist spells are illusions, just some seem more real than others, and have a realistic and lasting effect upon the world. Those who are immune to illusions (or can not see illusions), are somewhat protected from the Path of Veils. Anything short of true immunity provides half their normal protection against any spell from the Path of Veils, and full protection against Phantasm Spells from this Path.

Benefits of the Path of Veils

Growth 0

  • Glamour is, in some senses, alive; and the power granted to an illusionist is more than mere mana to be shaped and moulded by the Hero’s will. It wants to be given shape and form, and strives for life and identity, assisting the illusionist in creating the spells which will bring it forth into Creation. When an illusionist fails on an invocation, they may sacrifice Essence to help the glamour survive and take shape as if the spell had succeeded. This costs the Hero up to (Growth) Essence, giving the spell (Growth) Potency. This is a dangerous prospect, as the illusionist opens themselves completely to the heart of the glamour, making giving up their identity briefly in exchange. Many illusionists come out of this changed, and the true price is unknown until this benefit is used, at which point the game master will explain what it has cost.
  • Glamour is less a raw warping of creation and more of a seductive force, tempting others to submit to the reality it defines, rather than forcing it upon them. Because of this, all spells cast by the illusionist target the opponent’s Resolve Trait, regardless of the type of spell being invoked. If the opponent wishes to use Active Defence, they use the Integrity Skill, and if the spell allows for a Soak roll, the target uses their Social Attribute – spells from this path ignore Armour and Innate Soak.

Growth 1

  • Echo of Permanency (5 DP, Requires Growth 1)
    • When an illusionist performs an invocation with a Duration of Concentration, they may choose to have the glamour uphold the spell, rather than forcing the Hero to do it. The spell costs an additional point of Essence, and increases the Casting Time by one Action. The Hero no longer needs to make Concentration Rolls for the spell, and does not suffer an increase in Difficulty for having a spell maintained. The spell will only be quelled when the illusionist releases it, falls unconscious, or the spell is dispelled.

Growth 3

  • Misdirected Invocation (10 DP, Requires Growth 3)
    • Rather than drawing glamour through themselves to perform an invocation, the illusionist instead directs the spell to manifest from a different point of origin. The manifestation and signature of the Hero’s spell appears somewhere else, but otherwise is directed as normal. By spending 2 Essence, the spell manifests as if cast from a location up to (Might x 10) metres away. The illusionist is considered to have ‘line of sight’ from the location the spell manifests from, rather than their own location, allowing them to ignore cover or barriers to their spells when using this benefit.

Growth 5

  • Minor Creation (15 DP, Requires Growth 5)
    • The illusionist can use glamour to create simple objects by spending 3 Essence as a Free Action and making a Social Results Roll. The Skill used for the roll must be appropriate to the type of object to be created – Blades may be used to create a sword, while Artistry may be used to create a tapestry. The Potency of the roll is divided between the Bulk, Cost, and Hardness of a normal object of the type being created. The object remains for (Might) Rounds, though the Hero may prolong the glamour’s existence. Each point of Essence spent allows the item to exist an additional (Might) Rounds.

Growth 7

  • Major Creation (20 DP, Requires Growth 7)
    • The illusionist can use glamour to create creatures or people by spending 4 Essence as a Free Action and making a Results Roll (Social + Presence). The Hero may divide the Potency between the Traits of the creature. In addition, once one creature has been constructed, the Hero may spend Potency to create a creature of duplicate Traits, for 1 Potency per additional creature of the same type.
Trait Initial Points Bonuses
Attribute Points 1 1 Potency 1 Attribute Point
Size –6 1 Potency +1 Size or –1 Size
Skill Points None 1 Potency 4 bonus points
Talents None 1 Potency 1 Talent
Powers None 2 Potency 1 Power
This creation is immune to poisons and diseases. It does not need to breathe, drink, or eat.
  • These creations act as the illusionist believes they should act, but will obey the wishes of the Hero to the best of their abilities. These creatures are able to act autonomously, and will exist for (Might) Rounds before vanishing. The Hero may prolong the glamour’s existence. Each point of Essence spent allows the creature to exist an additional (Might) Rounds.