Illusion Magic: Illusion magic affects minds of beings witnessing the illusion. Illusion is real to them until they disbelieve it with a successful Will Test. Successful study with Intellect or Awareness grants an Advantage on Tests to break the illusion.
[Power 0] Lure, Ritual: Create an illusion that begs for investigation. Target will take actions to move and investigate while under the effect.
+[Power 1]: Affect an additional target.
+[Power 1]: Illusion deals 1D6 mental damage. Alternatively increase damage by +1 die.
+[Power 1]: Magic is Hidden and does not affect beings until it is triggered by a specified condition.
+[Power 3]: Physical actions against the target are made with Advantage.
[Power 1] Illusory Weapon, Ritual: Create a weapon that can be wielded with Attunement. Attacks target Reflex and deal 1D6 mental damage.
+[Power 1]: Create an additional Illusion.
+[Power 1]: Increase effect by +1 Die.
[Power 1] Mask, Ritual: Alter appearance of an existing thing or being.
+[Power 1]: Affect an additional target.
+[Power 4]: Alter beings appearance to resemble completely different type of being, human to a house cat for example.
[Power 2] Mirage, Ritual: Create a visible object or change features of your surroundings in an area Reach across.
+[Power 1]: Create an additional Illusion.
+[Power 1]: Illusion deals 1D6 mental damage. Alternatively increase damage by +1 die.
+[Power 1]: Increase area by a Distance Step.
+[Power 1]: Magic is Hidden and does not affect beings until it is triggered by a specified condition.
[Power X] Phantasm, Ritual: Create an illusory being to act as a follower for duration. Anything the Phantasm touches can be incorporated into the illusion. Phantasm has its own Turn in Conflict. You can use an Action or Response to have the Phantasm take an Action or Response.
-Phantasm has Power Prowess to Attack and can perform mental maneuvers.
-When Phantasm suffers damage the attacker Tests to disbelieve the illusion.
+[Power 1]: Illusion deals 1D6 mental damage. Alternatively increase damage by +1 die.
+[Power 2]: You maintain awareness of the Phantasm. As an Action you can sense through the Phantasm as if you were in its place.
+[Power 2]: Create an additional Phantasm.
+[Power 2]: Create a duplicate of a being. Those attempting to target the being have to succeed in a Test against your Channeling to choose the right target. Additional duplicate imposes a Disadvantage on a Test to recognize the correct target.