Thaddeus Brightmore

## Overview

Professor Thaddeus Brightmore, a luminary in the field of Illusionary Magic, is one of the most enigmatic figures at the University of Bingham. Born under the mystical skies of

Wanderland, his early life was as unpredictable and whimsical as the land itself. Thaddeus discovered his aptitude for illusion at a young age, often confounding his peers with creations that blurred the line between reality and fantasy.

Brightmore's arrival at Bingham was as dramatic as his personality. He transformed the interview room into a vivid landscape of his childhood memories, demonstrating his profound control over illusion. As a professor, he teaches his students to explore the depths of their imagination and to manifest illusions that can delight, confuse, and astound.

His classes are unpredictable adventures, where walls dissolve into vast oceans and ceilings open into starlit skies. Yet, Thaddeus is not just about spectacle; he instills in his students the ethical use of illusionary magic and the importance of discerning truth in a world filled with deceptions.

## Anecdote / Known Lore

Brightmore's signature achievement is the "Hall of Mirrors," a labyrinth within the university where reality is constantly in flux, challenging students to maintain focus and clarity of mind. His motto, "In illusion, we find truth," speaks to his belief in using the art of deception to uncover deeper realities.

## Classes Taught

1. ILLU 201: Illusion Magic: Concepts and Practices
	* Completion Bonus: Can cast minor visual or auditory illusions at will, but this ability is MP-dependent.
	* Mastery of Course Reward: Gain Spell - Mind of a Madman (MP - 4): Allows limited interaction within someone's dream, such as communication or observation.
2. ILLU 320: Ethical Applications of Illusion Magic
	* Completion Bonus: You gain +2 to all Magical Literacy rolls involving Dream based spells.
	* Mastery of Course Reward: When using Magical Literacy, you develop the ability to use Dream based spells to convey emotions or ideas, subtly influencing others in their dreams.
3. ILLU 408: Advanced Illusory Environments
	* Completion Bonus (Reality Warp): Gain Spell - Granduer (MP - 40): Create an illusory environment (like a room or a small outdoor area) that can last for an hour and affect multiple senses.
	* Mastery of Course Reward: Gain Spell - Author's Pen (MP - 30): Ability to manipulate the narrative of dreams, influencing the dreamer's perception upon waking.
4. ILLU 455: Illusion and Reality: Blurring the Lines
	* Completion Reward(Reality Warp): Gain Spell - Decayed Vision (MP - Mana Dependent) Once per day, make an illusion so convincing it can briefly have physical effects or interactions. The spell ends with the illusion rotting away.
	* Mastery of Course Reward: Gain Spell - Dream For Me (MP - 60): Cast a spell that makes a dream seem vividly real, potentially leading to real-world consequences or insights.
5. ILLU 650: Grand Illusion and Reality Warping
	* Feat (Dream): Master a powerful spell to enter and control the dreamscape, allowing for significant manipulation of the dream world and its effects on the dreamer. This is a Magical Literacy Roll and is considered the character's Magnus Opus.