The Sphere of Illusion includes spells that involve the manipulation of one's perception of reality.
Focus: A mirror, a mask, a prism, a crystal orb.
Range: Close
Rote Casting: 1 action
Duration: 1 or more Rounds (see below)
Target: All creatures in a Close-range cone
Defence: basic Resolve
Swirling colours affect targets in the area. Make an Illusion check against the Resolve defence of all creatures in the area.
Range: Self
Rote Casting: 1 Action
Duration: 1 Hour
Target: Self
While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript. You gain a +2 status bonus to Deception and Stealth checks to go unnoticed among the crowd, and you ignore difficult terrain caused by the crowd.
Range: Self
Rote Casting: 1 Action
Duration: 1 Hour
Target: Self
Defence: Resolve disbelieve
You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.
Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell as a single action.
Heighten Spell: If you heighten this spell to the 2nd level, you also disguise your voice and scent.
Range: 10 Range
Rote Casting: 1 Action
Duration: 1 Scene
Area: Close-range Burst
Defence: Resolve disbelieve
You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.
Any creature that touches the image or uses Seek to examine it can attempt to disbelieve your illusion.
Heighten Spell: Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The duration increases to 1 hour.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Hour
Target: 1 object of 1 bulk or smaller
Defence: Resolve disbelieve
You make the object invisible. This makes it unnoticed by all creatures, though the creatures can attempt to find the target, making it hidden to them instead if they succeed. If the item is used as part of a hostile action, the spell ends after that hostile action is completed. Making a weapon invisible typically doesn't give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker.
Heighten Spell: For every 1 level you heighten the spell, you can increase the bulk of the item rendered invisible by 1.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Hour
Target: 1 object of no more than 7 size
Defence: Resolve disbelieve
You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion.
Range: Touch
Rote Casting: 1 Action
Duration: Cocentration
Target: One ID card or other identifying document
Defence: Resolve disbelieve
With a flick of your wrist, you can imprint a psychic image onto an ID card, allowing it to appear as a valid ID card. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey. You can cast this spell as part of the action to draw this ID card from your pocket or bag.
The illusion fades when you stop Cocentrating.
A target who Seeks out discrepancies in your card can make a Resolve check to disbelieve the illusion.
Range: 1 Range
Rote Casting: Reaction
Duration: Instant
Target: 1 willing creature
The target vanishes in a burst of brightly coloured smoke and sparkles. They become concealed until they make an offensive action or until start of your next turn.
Range: 2 Range
Rote Casting: 1 Action
Duration: 1 Minute
Target: Close-range burst
Defence: Resolve disbelieve
You create illusory hazards that cover all surfaces in the area (typically the ground). Any creature moving through the illusion treats the squares as difficult terrain. A creature can attempt to disbelieve the effect as normal after using a Seek action or otherwise spending actions interacting with the illusion. If it successfully disbelieves, it ignores the effect for the remaining duration.
Range: Close
Rote Casting: 1 Action
Duration: 1 Hour
Targets: Up to 5 willing creatures
Defence: Resolve disbelieve
You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a haute culture event, street clothes appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes.
Any creature that touches the attire, uses Investigate to examine it, or otherwise interacts with it can attempt to disbelieve your illusion.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 willing creature
The target's form appears blurry. It becomes concealed. As the nature of this effect still leaves the target's location obvious, the target can't use this concealment for Stealth checks.
Range: 4 Range
Rote Casting: 1 Action
Duration: 1 Scene
Area: Close-range burst
Defence: Resolve
All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected.
Range: 10 Range
Rote Casting: 1 Action
Duration: Concentration
Area: Close-range Burst
Defence: Resolve disbelieve
You create an illusory image of Size 7 or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 10 Range apart, the spell ends.
The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Entertainment check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.
In combat, the illusion can use 2 actions per turn, which it uses when you Concentrate to sustain the Spell. It uses your Illusion spell attack roll for attack rolls and your Illusion spell DC for its Armor. Its other defences are equal to your Illusion spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends.
The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with an attack, the target takes psychic damage equal to 1d4+Charisma. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory dragon deals only 5 damage—the GM might allow the target to attempt an immediate Awareness check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a flamethrower and attacks a creature resistant to fire damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion.
Any creature that touches the image or uses Investigate to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it.
Heightened: For every 1 level you heighten the spell by, you increase the damage of the image's Strikes increases by 1d4, and the maximum size of creature you can create increases by 1 Size.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 willing creature
Cloaked in illusion, the target becomes invisible. This makes it unnoticed by all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
Target: Self
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).
Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.
Heighten Spell: For every spell level you heighten this spell by, increase the number of mirror images created by 1.
Range: 2 Range
Rote Casting: 1 Action
Duration: Concentration, up to 10 minutes
Area: Close-range Burst
Defence: Resolve disbelieve
A tightly packed crowd of humans appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a Seek action to examine the crowd can attempt to disbelieve your illusion. The crowd is difficult terrain for anyone who hasn't disbelieved the illusion.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Targets: 1 unattended object or willing creature
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 Willing Creature
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute