Post by Phsycodelic on May 1, 2017 21:29:53 GMT
Illusion
Mystic Sorcerers
Mystic Sorcerers
At a base level, the practitioner creates tricks of the light, odd sounds, maybe even a minor smell, but the Mythic casters can create illusions that are as deadly to an individual as the real thing, in some cases. However, these powers are often misrepresented in tales or recollections, as a tangible illusion of a beast evokes an image of a Conjurer, not an Illusionist.
Some stories say that the original creators of this path actually learned its powers by studying the magic of the fae (Or stealing it somehow, depending who you ask). This is further supported by the fact that Illusions created through the Path have a chimerical presence; even ones that don't have a true solidity do have a chimerical one, and can damage chimerical beings like Fae. The very few with experience with them all note that this is similar to the effects of the Ravnos Vampires' Discipline of Chimerstry, and wonder if there's further connection there.
The illusions created with this path aren't perfect. A mystically attuned individual can detect that they're illusions (but not see the real thing or prevent damage from higher level ones) with Perception + Awareness or Kenning (Difficulty 4 + Path rating of caster). Similarly, someone with illusion-piercing powers (Auspex, Mind/Prime/Forces scans, Mana Manipulation 2+, Mind Shields) that are active, if they have more successes than the illusionist, can see through an illusion entirely, and prevent higher level effects from damaging or affecting them (An ability like Auspex that's either active or not, not rolled, calls for a roll of Perception + Awareness or similar (diff 7) to determine effective successes).
Roll: Manipulation + Subterfuge.
Cost: One Willpower, plus one more for any 6 dot aspect.
Modifiers: -1 if the illusion is easily believable, +1 if the illusion is incredibly complex and fantastical.
Duration: See below.
Price Of Failure: A botched Illusion might be visible only to the caster, unknown to them, might form something that does the opposite of what was intended (creating lights and sounds around the character instead of a concealing wall), or at higher levels even turn against the user instead.
[ 1 - 6 ] Illusion Levels 1 - 6 ( XXX - Page X )
Level | Complexity |
1 | The illusion must build on something existing and be in the same vein, like turning a cement wall gray instead of white, or making a raspberry pie smell like blueberries. This change must be single, straightforward, and simple. The wall could be made a different color, but couldn't look like colors are swirling over it, for instance. |
2 | The illusion must build on something existent, but can be a bit more complex. A wall could appear to have blood spattered all over it, or be made of an entirely different material, a siren could be made to sound like a bullhorn, or blueberry juice could be made to taste like coffee. |
3 | Above illusions can now change and move, such as a wall made to look like it has blood trickling down it and pooling on the ground. In addition, mostly static but separate imagery can be created. A person humming the same note over and over (With enough sense aspects) could be made to appear on an empty street, for instance, or a box could appear to be on fire (And even give off heat and the proper sound with the right aspects, though no damage could be done, and the fire wouldn't 'spread' or move quite enough). The size of such things is limited to about that of a large person. |
4 | Changing, separate imagery can be made; a fire with realistic movement that spreads over nearby materials, for instance, or a person that walks down the street singing a short tune. Size is limited to that of a large vehicle, and this limit doesn't change for higher aspects (Rituals are needed for anything bigger). |
5 | The illusion of full physics or reactive abilities can be imbued into an image at this level. For instance, an illusionary ball that bounces off of things, makes the right sounds when it lands, can be kicked around, and even gets slippery if water's poured on it. Similarly, a fake person could be made, although reactions wouldn't be so complex as a real person, but they could show basic emotions, react to stimuli, and have a need for 'self preservation'. Conversation would be limited to what's pre-programmed by the caster, though, so to speak. Objects can be affected by and interact with things, like the example of getting wet, but can't exert force on anything solid, or do damage, even indirectly. |
6 | At this level, objects can physically affect things, although any damage done is limited to bashing (in direct ways; a fake person could push someone into a real fire, though, to do aggravated). This damage is limited to one target (and one action) per turn, and the dice pool used for both targeting and damage is equal to caster's Manipulation. If an illusionary and not autonomous weapon is made, the attack pool is as normal for the wielder, and the damage is the caster's Manipulation regardless of the norm for that type of weapon. Items of this level of Complexity cannot have more than 3 dots of Duration. |
Level | Duration |
1 | Lasts only as long as the Sorcerer Concentrates (Counts as an action for split pools), and he can't cast another spell. |
2 | Lasts only as long as the Sorcerer is nearby, but he needn't concentrate on it. He still can't cast another spell from this Path, though other Paths can be used. |
3 | Lasts for up to an hour after the Sorcerer leaves the area, and other spells can be cast. |
4 | Lasts for up to a day after the Sorcerer leaves the area. |
5 | Lasts for up to a month after the Sorcerer leaves the area. |
6 | Permanent until dispelled. |
Level | Senses Affected |
1-5 | One sense is affected per success allocated (Base success allows one sense). The number of senses affected can not be higher than the Path rating in general, as with any other Aspect of any other Path. |
6 | At 6 dots, magical senses can be fooled as well; a mage can be fooled into thinking someone's attempting to pierce his mind with powerful magics, a vampire using Auspex 2 could see an aura on an illusion, or a Fae could be convinced that a Freehold is nearby, for instance. This only requires one Sense success like any other, but this level of Mythic understanding is needed to fake that. |
[ 1 - 6 ] Illusion Rituals ( XXX - Page X )
Illusion rituals generally are used to make more complex images than a given level (or the path in general) normally allows, or do things with illusions that normally wouldn't be possible.
[ 1 ] The Emperor's Clothes ( XXX - Page X )
This ritual lets the caster create static, non-physical 'clothing' out of nothing on himself, generally fairly simple looking though a lot of successes might allow something more complex. It only affects the sense of sight, and thus is really nothing more than something to cover modesty, and people might find it odd to feel skin or hair when trying to touch the clothes.
[ 2 ] Illusionist's Aroma ( XXX - Page X )
With this ritual, the caster creates a very specific, pleasing scent that specifically attunes to the person perceiving it, on themselves. This reduces social difficulties by -1 (where appropriate, Intimidation obviously isn't affected, and being on a stage giving a speech when not close enough for smell obviously has no effect), and of course covers up any negative smells, though incredibly awful ones might require more successes. It lasts for one day.
[ 3 ] Malleable Mask ( XXX - Page X )
This allows a sorcerer to creature an illusion with the usual level of complexity for 1-2 dots, visual and audio only, but it changes depending on who's looking; the visage matches what the person expects to see, rather than what's really there. For instance, casting it on a guard dog will make it so that a person will see whatever they'd expect a guard dog in a house to look like, or might even see another animal altogether, depending on their expectations of whose place they're breaking into. Similarly, a street sign will change the listed text based on where a person subconsciously thinks they are at a given time, or someone could be made to hear a band playing better music than they are if they have a good view of them.
[ 4 ] Shadow Puppet ( XXX - Page X )
An illusion affecting sight, sound, and touch (but isn't physical), the humanoid shape created by this moves and speaks and similarly does whatever it is the caster does. This can be useful for either interposing a dangerous looking monstrous visage to scare and react to others, or for creating a fake version of yourself that makes it difficult to target you in combat or otherwise.
[ 5 ] Sizable Illusion ( XXX - Page X )
This ritual uses the basic aspects for a spell, but can end up being much larger than the usual limit; anything up to the size of a large mansion can be made. This can be used to make a house seem to appear in an empty lot, make it look like an elephant is running down the street, and similar. This ritual costs 1 willpower.
[ 6 ] Chimerical Assistant ( XXX - Page X )
Using this powerful ritual, a mythic sorcerer becomes capable of creating a permanent 'assistant' that can affect the world around it, and has a basic level of intelligence. Each success gives the creation 1 chimera point to be spent following similar rules for a Chimera that's always 'Wyrd'. These creations can never buy redes worth more than 3 chimera points, and cannot buy 'Aggravated Damage'. Only one of these may exist at a time per caster, unless a Willpower DOT is spent to make another. Each roll requires one hour, and this ritual costs a willpower point per roll.