The Illusionists
Rivals: The
Grey Philosophers.
Illusionists teach that all life is an illusion,
that there is no objective reality, and that therefore the highest form of good
is in the pursuit of pleasure. They believe the purpose of life is to enjoy
oneself and to help others have a good time. Many Illusionists are seekers
after enlightenment, but in Illusionism this is no object of quiet meditation,
but is rather a drug-soaked, alcohol-powered, and frankly naughty affair.
This has earned them a reputation as abusers of
drugs, as well as for sexual excess, and they are considered unserious at best
by many other schools of magic. The Grey Philosophers, in particular, hate
them. The Illusionists believe this is
sheer jealousy as an Illusionist is almost guaranteed an invitation to the sort
of party a Grey-robe is never invited to, and return the hate with mockery.
Illusionists have no real structure to their
group, and teach in a master and student relationship much more casual than in
most other magical traditions. The
teacher holds himself as more of a guide than an overseer.
Illusionism
13
points
Prerequisites:
IQ 11 and Magery 1.
Illusionism teaches that the Material World is
but the dream of a sleeping god, and doing magic is doing no more than changing
the environment of a dream. Thus, all magic is inherently illusionary, and a
student can exceed the limitations of the physical by embracing this. At its
core, Illusionism is a philosophical Hedonism school, teaching that pleasure is
the utmost good. In their view, they
cannot be certain that we are real, but they can be certain that we feel.
Illusionists are also skilled masters of dream
magic, and they also have knowledge of the less supernatural techniques of
dream manipulation. The "lesser dreams" of the night are held to be
most instructive.
There is some controversy over several spells in
the standard repertoire; for example, many Illusionists will neither learn nor
teach Emotion Control, as they feel forcing someone to feel "joy" or
"happiness" runs counter to authentic experience, while others are of
the opinion that since everything but sensation is illusory
spell-initiated happiness is just as valid as any other form. Such arguments
among practitioners are seldom settled quickly.
Required
Skills: Carousing, Dreaming, Pharmacy (Herbal), Philosophy (Illusionism),
Teaching, Thaumatology.
Required
Spells: Complex Illusion, Control Illusion, Detect Illusion, Dispel
Illusion, Perfect Illusion, Simple Illusion.
Perks: Area
Spell Mastery (Any Illusion), Improvised Items, Intuitive Illusionist, Kill
Switch (Any), Mystic’s Stupor, Reduced Footprint (Any), Secret Knowledge
(Hidden Lore: Dream Lore), Secret Material (Soma), Secret Spells (Initiative,
Journey to the Dreamlands, Zimbardo's Simulated Prison).
Secret Spells:
Initiative, Journey to the Dreamlands, Zimbardo's Simulated Prison.
Optional Traits
Attributes:
Increased IQ and HT.
Advantages:
Allure, Charisma, Energy Reserve, Illuminated, Recover Energy.
Disadvantages:
Alcoholism, Compulsive Carousing, Impulsiveness, Reputation (Sexually Excessive
or Hedonist).
Skills: Area
Knowledge (Dreamlands), Artist (Illusion), Astronomy, Autohypnosis, Body
Language, Erotic Art, Hidden Lore (Dream Lore), Knot-Tying, Mathematics
(Applied), Meditation, Sex Appeal.
Spell List
Spell
|
Prerequisites
|
Analyze Magic
|
Identify Spell
|
Aura
|
Detect Magic
|
Body of Air
|
Shape Air
|
Cloaking
|
Complex Illusion and Illusion Disguise
|
Complex Illusion
|
Simple Illusion
|
Control Illusion
|
Perfect Illusion
|
Counterspell
|
Magery 1
|
Create Air
|
Purify Air
|
Create Animal
|
IQ 12, Magery 2, and Create Object
|
Create Mount
|
Create Animal
|
Create Object
|
Magery 1 and 8 Illusionism spells
|
Create Servant
|
IQ 12, Magery 3, and Create Object
|
Cure Hangover
|
Minor Healing or Resist Pain
|
Daze
|
Foolishness
|
Detect Illusion
|
Simple Illusion
|
Detect Magic
|
None
|
Dispel Creation
|
Control Creation
|
Dispel Illusion
|
Control Illusion
|
Displacement
|
Complex Illusion and Illusion Disguise
|
Divination
(Oneiromancy)†
|
History and six Illusionism spells
|
Dream Projection
|
Dream Sending
|
Dream Sending
|
Sleep
|
Dream Viewing
|
Sleep
|
Emotion Control
|
Mental Stun
|
Ethereal Body
|
Magery 3 and Body of Air
|
Foolishness
|
IQ 12+
|
Forgetfulness
|
Magery 1 and Foolishness
|
Glamour
|
Six Illusionism spells
|
History
|
Trace
|
Identify Spell
|
Detect Magic
|
Illusion Disguise
|
Simple Illusion
|
Illusion Shell
|
Simple Illusion
|
Images of the
Past
|
Magery 2, History, and Simple Illusion
|
Independence
|
Simple Illusion
|
Initiative*†
|
Magery 1, Independence, and six Illusionism
spells
|
Journey to the
Dreamlands*
|
Magery 3 and fifteen Illusionism
spells
|
Know True Shape
|
Magery 1 and Aura or Detect Illusion
|
Lend Energy
|
Magery 1
|
Mass Sleep
|
IQ 13+ and Sleep
|
Mental Stun
|
Daze
|
Perfect Illusion
|
Complex Illusion
|
Phantom Wall
|
Perfect Illusion
|
Planar Visit
(Dreamlands) †
|
Dream Projection
|
Presence†
|
Eight Illusionism spells
|
Purify Air
|
None
|
Resist Pain*
|
Magery 2 and six Illusionism spells
|
See Secrets
|
Seeker and Aura
|
Seeker*
|
IQ 13 and six Illusionism spells
|
Shape Air
|
Create Air
|
Share Energy
|
Lend Energy
|
Simple Illusion
|
IQ 11+
|
Sleep
|
Daze
|
Trace
|
Seeker
|
True Seeing
|
Magery 3 and six Illusionism spells
|
Ward
|
Magery 1
|
Zimbardo's Simulated Prison*
|
Magery 3 and twelve Illusionism spells.
|
*: This is a Secret Spell.
†: This spell’s prerequisites have been altered.
Unique Spells
Cure Hangover
Regular
Does what it says on the tin: instantly cures any
pain or nausea from excessive consumption of alcohol. This isn't exactly a Secret Spell, but only
Illusionists tend to know it.
This is ordinarily a Healing spell, but
Illusionists learn it as if it were a Body Control spell.
Duration:
Instant.
Cost: 3.
Time to Cast: 5 seconds (a.k.a.
"Oh, God, why so long I'm gonna be sick this sucks I can't concentrate why
didn't I learn Delay").
Prerequisites: Either Minor Healing
or Resist Pain.
Displacement
Regular
As Blur but shifts the subject's image in space a
bit as opposed to blurring his outline.
This is an Illusion and Creation spell.
Duration, Cost,
and Time to Cast: As Blur.
Prerequisistes: Illusion Disguise and
Complex Illusion.
True Seeing
Regular
The subject gains the See Invisible advantage
with the True Sight enhancement: his vision can penetrate all magical deceptions,
camouflage, disguises, and illusions. This
is resisted by any affected spells.
This is an Illusion and Creation spell.
Duration: One
minute.
Cost: 8, half to maintain.
Time to Cast: 3 seconds.
Prerequisites: Magery 3, Detect
Illusion, and Perfect Illusion.
Secret Spells
Journey to the Dreamlands
Special;
Automatic Resistance
As Plane Shift and Plane Shift (Other), but only
directly to the Dreamlands. Note that this transports the caster's physical
body, and can thus be considerably more dangerous than Planar Visit. Note that this spell may be used as a basis
for casting Create Gate.
This is a Communication & Empathy spell.
Cost: 12.
Time to Cast: 5 seconds.
Prerequisites (Standard): Magery 3,
the Dreaming skill, and fifteen Communication and Empathy spells including
Dream Projection.
Prerequisites (Illusionism): Magery 3
and fifteen Illusionism spells.
Zimbardo's Simulated Prison (VH)
Regular;
Resisted by Will
The soul of a victim who fails to resist is
imprisoned in a prison in the Dreamlands.
The subject's body falls into a coma (see Incapacitating Conditions, p.
B429) without getting the initial HT roll to come out. The Awaken spell and similar countermeasures
cannot restore the subject unless the soul is in some way restored to the body
first, which will probably involve an extra-planar prison break. If the subject's body dies, the soul remains
imprisoned and he cannot be Resurrected until the soul is freed.
This is a Communication and Empathy spell.
Duration:
Instant, but the soul is imprisoned permanently.
Cost: 20.
Time to Cast: 3 seconds.
Prerequisites (Standard): Magery 3,
Dream Projection, and Nightmare.
Prerequisites (Illusionism): Magery 3
and twelve Illusionism spells.
Secret Materials
Soma
Soma is a herbal concoction, gathered using Pharmacy
(Herbal) or Naturalist. It helps the
user attain mastery of his dreams as well as facilitating dream-magic. Make a roll against either of the required
skills at -3; you gain one dose of Soma per degree of success. A dose gives +2 to Dreaming skill for a
night's sleep, or may be used as a Manastone providing 2 FP per dose to a
dream-related spell. Only the preparer
can use it to power spells, but anyone may take a dose for the skill bonus;
note that it's mildly psychologically addictive and normally legal.