Illusion Arcana (by Brandon Blackmoor)

## Illusion Arcana

Seeing is believing.

* **Novice:** Learn Minor Illusion and Phantasm.
* **Journeyman:** Learn Grand Illusion; gain the focus Intelligence (Illusion Arcana).
* **Master:** Learn Nightmare; one spell stunt at -1 SP when casting Illusion Arcana spells.
* *Source:* Brandon Blackmoor bblackmoor@blackgate.net

### Phantasm

* **Requirements:** Illusion Arcana (Novice)
* **Type:** Attack
* **Cost:** 4
* **Casting Time:** Major Action
* **Target Number:** 12
* **Range:** 20 yds
* **Test:** Willpower (Courage) vs. Spellpower
* *Source:* Brandon Blackmoor bblackmoor@blackgate.net, based on Flame Blast, Fantasy Age Basic Rulebook

You bring into being an illusory monster which claws and bites one
target within 20 yards. The target takes 2d6+1 damage. Targets that make a successful Willpower (Courage) test vs. your Spellpower only take
1d6+1 damage.

### Petty Illusion

* **Requirements:** Illusion Arcana (Novice)
* **Type:** Utility
* **Cost:** 3+
* **Casting Time:** Major Action
* **Target Number:** 8
* **Range:** 20 yds
* **Test:** Perception (Seeing) vs Spellpower
* *Source:* Brandon Blackmoor bblackmoor@blackgate.net, based

on Forest Blend, Fantasy Age Basic Rulebook, and Maliloki
http://roninarmy.com/threads/2710-Cold-Arcana?p=112049&viewfull=1#post112049
You create an illusion up to 2 yards by 2 yards by 2 yards in volume
within 20 yards of you. The illusion may not move from its original
location, but it may incorporate stationary movement (such as waving or
shifting its weight). You can incorporate sounds into the illusion for
+2 MP at the time of casting. The illusion can be programmed with a set
motion, or controlled if the caster stays within range. A target who has a reason to doubt the reality of the illusion and who makes a
successful Perception (Seeing) test vs. your Spellpower will realize
that the illusion has no substance. The illusion lasts for one minute,
but can be extended for 1 MP per additional minute.

### Grand Illusion

* **Requirements:** Illusion Arcana (Journeyman)
* **Type:** Utility
* **Cost:** 6+
* **Casting Time:** Major Action
* **Target Number:** 13
* **Range:** 30 yds
* **Test:** Perception (Seeing) vs Spellpower
* *Source:* Brandon Blackmoor bblackmoor@blackgate.net, based

on Veil Of Darkness, Fantasy Age Basic Rulebook, and Maliloki
http://roninarmy.com/threads/2710-Cold-Arcana?p=112049&viewfull=1#post112049
You create an illusion up to 20 yards by 20 yards by 20 yards in
volume within 30 yards of you. The illusion may not move from its
original location, but it may incorporate stationary movement (such as
waving or shifting its weight). You can incorporate both sounds and
smells into the illusion for +4 MP at the time of casting. The illusion
can be programmed with a set motion, or controlled if the caster stays
within range. A target who has a reason to doubt the reality of the
illusion and who makes a successful Perception (Seeing) test vs. your
Spellpower will realize that the illusion has no substance. The illusion lasts for one hour, but can be extended for 2 MP per additional hour.

### Waking Nightmare

* **Requirements:** Illusion Arcana (Master)
* **Type:** Attack
* **Cost:** 15
* **Casting Time:** Major Action
* **Target Number:** 15
* **Range:** 50 yds
* **Test:** Willpower (Courage) vs. Spellpower
* *Source:* Brandon Blackmoor bblackmoor@blackgate.net, based

on Jason “Wired Wolf” Hanks
https://www.dropbox.com/s/5bjgupwu48oly9z/The\_Veil\_Codex.pdf?dl=0
You overwhelm a target within 50 yards with visions of their darkest
fears. Until the target succeeds on a Willpower (Courage) test vs. your
Spellpower, they can do nothing but cower in fear. Each turn the target
remains under the effect of the waking nightmare, they take 2
penetrating damage. A target failing the initial test may try again at
the start of each of their turns until they successfuly face their fears and end the spell.