The Illusion Mage

Illusion Mages form a sub-class of Wizards, and in most respects they conform to the characteristics of the latter. To be an Illusion Mage, a character must have a minimum I.Q. of 15 and a minimum P.P. of 16 (a high manual P.P. is required in casting of the spells used by this class). While being equal, or even slightly inferior, to normal Wizards in most respects, Illusion Mages have different and highly effective spells to employ. A perusal of the number and types of spells usable by Illusion Mages will reveal that they are at least as powerful as normal Wizards and possibly slightly more potent at very high levels.

The Illusion Mage is a specialty, a master of deception, light, and shadow. Like any magic-user, mage, or wizard, they cast spells, but an Illusion Mage’s spells are of a distinctive character, creating figments and phantasms to deceive and trick their foes in creative and interesting ways. Unlike the Psionic Illusionist there are no psionics involved. Which is more powerful? It depends on who you ask. Each have their own strengths and in some ways are similar.

Illusion Mages are exceptionally flexible, able to craft a falsehood and create almost any image their mind desires, but they must be creative to get the most out of their spells, as they lack the firepower and blatant arcane power of their brethren in robes. Illusion Mages can recognize when an Illusion has been cast by an illusionist or Illusion Mage, even if a similar spell effect from a wizard or Cleric is cast. In addition, Illusion Mages can also recognize illusions cast by other creatures (such as rakshasa, succubae, or leprechauns) and polymorphing, though this is difficult (7% chance per level).

Seeing Through an Illusion

Individuals who save against Illusion of an illusion Mage are unaffected and do not see, hear, or experience the illusion in any way. The Illusion Mage can, of course, try again by casting a new spell on a new attack; the intended victim must again roll to save vs illusion. Seeing through a illusion after falling victim to it is another story entirely. If a save vs illusion is unsuccessful, the person is inexorably caught in the web of the illusion. The brain and senses are being directly affected so the person has no reason to disbelieve it — a simple matter of seeing is believing, only sights, sounds and sensations are implanted in his mind. Despite what any of his friends and allies may insist to the contrary, he will believe what he sees and hears. He may even believe that the others must be bewitched or mistaken. An illusion can seem so real to a person that nothing can break its hold. Furthermore, the illusion mage can manipulate things in such a way as to transform a friend(s) into a monster before the poor fellow's very. Matters are compounded in that those not under the illusion's influence have little or no idea of what the afflicted adventurer is experiencing. To breakout of an illusion is extremely difficult, for the person must be completely sure that it is not real. The shadow of a doubt at the last minute could have terrible consequences. Depending on the circumstances, (G.M.'s be careful), the victim of an illusion may attempt to fight it by convincing himself that it is not real.

One way is if the other characters in the group present a convincing argument or evidence to show the illusion for what it really is (or is not, as the case may be). This "reality check" gives the character a chance to make a new roll to save vs illusion with a bonus of +2 to save. A successful save means the illusion instantly vanishes. Furthermore, the character is +2 to save vs all subsequent illusions for the next 6 hours. Another is for psychic characters to use empathy or telepathy to help communicate with the victim and to show that the sights and sounds are an illusion. In this case, the character gets to make a new roll to save vs illusion with a bonus of +3 to save. A successful save means the illusion instantly vanishes. Furthermore, the character is +3 to save vs all subsequent illusions for the next 12 hours. A sharp blow to the head that stuns or knocks the character out for at least one minute, will temporarily break mental contact with the Illusion Mage and give the character another chance to save vs illusion when he regains consciousness (no bonuses applicable). If knocked out for more than 20 minutes, the illusion is broken without needing to roll a saving throw.

Another way to fight the effects of an illusion is by noticing inconsistencies or flaws in reality such as no heat from a flame, or a massive creature walking out of a small room, and so on. If these things are noticed, the player can roll to see if his character is convinced that it is an illusion. This "reality check" gives the character a chance to make a new roll to save vs illusion as often as once every melee round with a bonus of +2 to save. A successful save means the illusion instantly vanishes. Furthermore, the character is +1 to save vs all subsequent illusions for the next hour. In a similar vein, the use of magic or psionic detection spells can be of great advantage in combating illusions. A sense magic, sense evil, see the invisible, and x-ray vision, can all be useful in the realizing that the sights and sounds are illusions. Also, psionic probes such as see aura, detect psionics, sense magic, sense good or evil, telepathy and presence sense are extremely helpful, providing the psionic individual with a bonus of +3 to save vs illusions (can be tried once per melee round). Here is why. Illusions have NO physical substance, and the illusionist has no way of knowing what mystic or psionic probe will be used so he cannot compensate to fake out the probes. Consequently, nothing will register because it is not real. An illusion is not evil, magic, or psionic in itself, nor does it have an aura, or thoughts to be picked up from a telepathic scan. Most convincing of all, it has no presence. Remember, the illusion is the direct result of magic manipulation and stimulation of the parts of the brain that control sensory perception.

Death By Illusion

An illusion can is so realistic that the person under its influence can be made to believe that he is being beaten, slashed, mashed, burned, etc. Depending on the level of the illusion Mage and the number of senses affected by his illusion, the victim of this magic attack can be made to feel the slice of a blade or the heat of fire. Because he is directly linked to the illusion, he is a part of its actions and imagines suffering damage from its attack, bleeding, burning, etc. Even though all of this is imaginary, the player must roll damage for his character as if it were real.

Combat can be short or drawn out depending on the victim's perception of his enemy (overwhelming, an equal, a wimp, etc.) and the intentions of the Illusion Mage. When the living character believes his hit points have been reduced to zero or below, he will believe he has died and will collapse. In reality, his body is whole and healthy, but the illusion has created such a flood of sensations that it shocks his system, temporarily knocking him out for 2D4 melee rounds. If the death is particularly gruesome, the character may remain unconscious for twice as long and/or suffer permanent mental side effects (G.M.'s, use your discretion but a roll on the phobia table or even the random insanity table may not be out of line). If the illusion of death is extremely sudden, horrendous, or devastatingly real, like being atomized by a lightning bolt or being torn to pieces by a pack of wolves, there is a 01-50% chance of the character lapsing into a coma and actually dying unless he receives medical treatment (+20% to survive). See recovery from a coma in the Palladium RPG. However, death and serious trauma are rarities. Note that it is possible for the living victim of an illusion to defeat his illusionary opponent. An extremely confident, positive, or driven character may actually defeat his illusionary foe (play out like normal combat). When this happens, the illusionary enemy is killed, and the illusion instantly ends. A character with an extremely high M.E. (20+) may also be able to defeat his imaginary adversary in the course of (perceived) normal combat.

That is not to say Illusions can't be the cause of death. The point stands that yes, a lot of the low level illusion spells are what you would expect an illusion spell to be like. You would expect a cheeky Illusion Mage to be able to change their appearance or make minor illusions. That being said, you have to question the wizard who takes Fear at third level, or Phantasmal Killer at fourth. What about the Wizard who takes those and uses Dream as a nightmare? Even something like Greater Invisibility exists purely so invisibility can incorporate violence without being dispelled. Even Hallucinatory Terrain is a spell that is used to facilitate deceptive violence. Name a use for it other than to cover up traps.

If a mage is taking those spells, taking them together, then they are more fear invoking or potentially violent than they are when using illusion as an aid. Illusion Mages are powerful, but not in the traditional sense. They manipulate and control, and they do so by crippling the mentality of their opponents. In a straight up fight, they do not really have any direct damage spells, but instead they cannot really attack an opponent without psychically destroying them as well. This makes them the equivalent to those who fight with poison blades – it gets the job done, but it is also kind of overkill. It is not exactly an honourable way to defeat an opponent.

Illusion Mages are rogues. They can under certain circumstance be percieved as magical assassins. They are sneaky wizards who damage the mind. They are potentially nasty pieces of work. Yes, they have some neat spells; however, they also have some that can be used in severely damaging ways. Dream, for instance, can be used to spread damaging nightmares, Weird can "kill" a whole swathe of people or creatures in one go, and Phantasmal Killer is the worst "death" any person could have. Imagine dying by your worst fear over and over again– it is truly horrific. Physically and ethically.

Illusion Mage Powers & Abilities

  1. The primary ability of the Illusion Mage is of course, the casting of Illusionary Magic based Spells. As such the Illusion Mage learns certain Common Knowledge Spells during his or her apprenticeship. These spells are as follows:
    1. Audible Glamer
    2. Disguise Self
    3. Darkness
    4. Detect Illusion
    5. Detect Invisibility
    6. Silent Image
    7. Mirror Image
    8. Fear
    9. Hypnotism
    10. Light
    11. Detect Magic
    12. Fog Cloud
    13. Enchanted Cauldron/Enchanted Quill Ritual
    14. +10 Cantrips of choice.
    In addition character gets a D20 roll on the following chart:
    1d20Result
    1-5 +1 1st level spell
    6-10 +2 1st level spells
    11-15 +2 1st level spells, +1 2nd level spell
    16-20 +2 1st level spells, +2 2nd level spells
    (**Note: Elven/Drow Illusion Mages add 4 more spells up to 2nd level and 10 more cantrips. This reflect the significantly longer apprenticeship these Mages go through as well as the Elven connection to the Magic Weave**)

    In reality, common knowledge spells are not so common, unless you happen to be a young Mage fresh out of apprenticeship. All Illusion Mages begin with these spells. They are the rewards of 7 to 20 years of demanding work as an apprentice. While under the tutelage of an Illusion Mage, the young spell caster gains a rudimentary knowledge of magic, a basic education, learns to read and write his native language and one other, and at the end of the period, is given the common knowledge spells. It is said that with these spells and determination, the secrets of greater magic are attainable.

  2. Additional Spells: For game purposes, we will assume the character has learned a few additional spells. The player may select two spells of choice each level one and two, and one from level three and four. At each new level of experience, starting at level one, it may be assumed that the character has been able to figure out or learn one new spell -select one from any level up to the character's own level of achievement/experience (i.e. a 3rd level character can select one spell from either first, second or third level). Plus he can work out one new cantrip at each level starting at level two.
  3. Learning New Spells: Spells and ritual magic of any level can be learned and/or purchased at any time, regardless of the Illusion Mage's own experience level, provided the character can find an instructor and pay the price (which is not always cash). This should be played as a role-playing element. See the Pursuit of Magic for more details.
  4. The Enchanted Cauldron/Quill: The Enchanted Cauldron and Enchanted Quill rituals are two of the few component magic’s in Magic and are exclusive to those of the Wizard World. This includes the Illusion Mage O.C.C.
    1. The Cauldron: This is among the most disgusting and dangerous methods of gaining spell knowledge. Many Illusion Mage (over 50%) never use the cauldron, and those who try it rarely do so more than once or twice.
      Success Ratio:
      14% +6% per each additional level of experience.
      The ingredients: One small iron cauldron, six pints of fresh human, Elven or dwarven blood, one dead butterfly (symbol of the spirit/soul), and one owl's feather (symbol of wisdom), brought to a slow simmer while stirred with an iron or steel sword for approximately two hours before the moon's zenith.The brew is slowly brought to a boil over the two-hour period, during which time the Illusion Mage, in a meditative state, recites the Rites of Invitation, while stirring the concoction. The two hours of chanting and the aroma of blood attract and invites a spirit of magic to enter the cauldron and share with the summoning Illusion Mage the joys of life and death. At the end of the two-hour period, the Illusion Mage must drink one full cup of the brew; it is then, and only then, that he will learn whether he is successful at gaining more spell magic. Note: The blood soup may also attract ghouls, goblins and orcs in the area, so the Illusion Mage must be careful.
      If unsuccessful the brew and all the preparations will have been for naught, and must be spilled out in a graveyard. To do otherwise will set loose 1D6 ghosts or haunting entities into the area. The process may be repeated again on another night with all new ingredients. If successful the spirit in the cauldron will enter the Illusion Mage through the cup of warm blood he has drunken. At this time, the wizard will seemingly lapse into a coma in which the spirit and living wizard will share each other's memories. The coma trance state is temporary, typically lasting 1D4 hours. When the Illusion Mage awakens he will possess some of the spell knowledge of that spirit, most of the other shared memories will be forgotten. However, as one might expect, the experience is quite harrowing, and often results in insanity. Roll on the following table (roll percentile dice) :
      %Result
      01-13 No insanity; lucked out!
      14-20 Affective disorder. See insanity section; roll on that table.
      21-40 One phobia; roll on that table.
      41-60 Two phobias; roll on that table.
      61-80 One obsession; roll on that table.
      81-90 Neurosis; roll on that table.
      91-100 Psychosis; roll on that table
      Spell Knowledge gained: The best way to determine spell knowledge impartially is to have the player roll two six-sided dice (2D6) to see what number of spells he/she has gained. If the player rolls a five, he or she has five new spells, a two means only two spells, a l0 means ten spells, and so on. To determine the level of the spell, the player rolls one six-sided die (1D6) for each of his spells. If a five was rolled, the player rolls five times. Each roll indicates the level of each of the five spells (the range of possibility is spell levels 1-6); rolling the same level more than once is okay. The player then selects the spell he or she wants from that particular level.(**Note: Only spells from levels one through six can be learned this way.**)
      Spirit Cauldron: There is a chance that the spirit will remain in the cauldron until the contents are spilled out. If this occurs, the cauldron will function like a crystal ball, although the Illusion Mage must sip a tablespoon of the cold brew to activate it every time he desires to use it. If the brew is continually replenished with blood (never dropping below half; three pints), the Illusion Mage can maintain the spirit cauldron for months or even years. The chance of the spirit remaining in the cauldron is a flat, unchanging 01-31% (roll percentile dice). (**Note: The Illusion Mage can never again get new spells from this cauldron, that's a one-time experience. Likewise, drinking the brew will never again cause the coma/trance state. However, the Illusion Mage cannot make another enchanted cauldron until the active one is destroyed by spilling out its contents in a graveyard.**)
      There are additional problems with the enchanted cauldron. One is possible alignment conflicts. After all, how many good characters are going to use a spell requiring fresh blood from a human, elf, or dwarf; and how do they get the blood without killing somebody? Volunteers? Another problem is transportation. Transporting a spirit cauldron is difficult, and remember, spilling its contents out anywhere other than a cemetery will release 1D6 ghosts/entities. Accidental spillage of three pints or more will destroy the spirit cauldron and unleash the ghosts. (**Note: The cauldron evaporates at a rate of one pint every three days.**)
    2. The Quill: Though not as disgusting and dangerous as the cauldron as a method of gaining spell knowledge, is also not as powerful. More Illusion Mages will however elect to use the Quill over the the cauldron, and only those more daring and power hungry Mages will opt for the more dangerous cauldron ritual.
      Success Ratio:
      10% +5% per each additional level of experience.
      The ingredients: six fresh ounces of the Wizards own blood, powdered butterfly (symbol of the spirit/soul), and one owl's feather (symbol of wisdom), fresh clean parchment. the blood and powdered butterfly are mixed and brought to a slow simmer while stirred with the owl's feather.The brew is slowly brought to a boil over the two-hour period, during which time the Illusion Mage, in a meditative state, recites the Rites of Invitation, while stirring the concoction. The two hours of chanting and the aroma of blood attract and invites a spirit of magic to enter the blood ink and owl feather quill and share with the summoning wizard the joys of life and death. At the end of the two-hour period, the wizard sets the quill to the parchment and falls into a state of trance. It is then, and only then, that he will learn whether he is successful at gaining more spell magic. Note: The blood Ink may also attract ghouls, goblins and orcs in the area, so the Illusion Mage must be careful.
      If unsuccessful the Ink and all the preparations will have been for naught, and must be burned. To dispose of otherwise will set loose 1D6 ghosts or haunting entities into the area. The process may be repeated again on another night with all new ingredients. If successful the spirit in the Ink and Quill will cause the Illusion Mage to begin automatically writing on the parchment and share each other's memories. The coma trance state is temporary, typically lasting 1D4 hours. When the Illusion Mage awakens he will possess some of the spell knowledge of that spirit, written out on the parchment. All other shared memories will be forgotten. However, as one might expect, the experience is quite harrowing, and can result in insanity. Roll on the following table (roll percentile dice):
      %Result
      01-70 No insanity; lucked out!
      71-75 Affective disorder. See insanity section; roll on that table.
      76-80 One phobia; roll on that table.
      81-85 Two phobias; roll on that table.
      86-90 One obsession; roll on that table.
      91-95 Neurosis; roll on that table.
      96-100 Psychosis; roll on that table.
      Spell Knowledge gained: A single spell is learned from this ritual. To determine the level of the spell, the player rolls one four-sided die (the range of possibility is spell levels 1-4) The player then selects the spell he or she wants from that particular level.(**Note: Only spells from levels one through four can be learned this way.**)(**Note: The wizard can never again get new spells from this Quill, that's a one-time experience. However, the wizard cannot make another enchanted Quill until the active one is destroyed by spilling out its Ink in a graveyard.**)
  5. See and Use Ley lines: The Illusion Mage can see powerful magic energy emanating from the earth in a straight line. These lines of energy are known as ley lines. Where two or more ley lines intersect is a more powerful ley line nexus. The Illusion Mage recognizes these lines and junctions as places of power where he or she can draw on additional magical energy and where spells and powers are increased. A Illusion Mage standing on a Ley Line will have twice the amount of mystical energy to use for his spells. Ley lines are natural lines of mystic energy that crisscross parts of the planet and bind together all things in the Megaverse. The ley lines are not visible to the average person. Only practitioners of magic and most creatures of magic can see the gentle flow of magic energy.
    The Illusion Mage can also see mystic energy radiating from incredibly powerful creatures, such as ancient dragons, demon and devil lords, and godlings and gods, as well as the most powerful magic items, like the weapons of the gods and greater rune weapons.
  6. Ley line Drifting: The Illusion Mage can open himself to the ley line energies and walk or float through the air along the length of a ley line. The maximum speed is a mere Spd 10, but it is relaxing and does not cause exertion or fatigue. Applicable only to the Illusion Mage; he cannot magically enable others to float along with him.
  7. Ley Line Rejuvenation: When standing on a ley line or nexus, the Illusion Mage can absorb ley line energy to double the rate of natural healing. To do this, the character must concentrate on healing while relaxing on a ley line. The Illusion Mage can also use a ley line or nexus to perform an instant rejuvenation as often as once every 24 hours. After about 10 minutes of concentration, 2D6 hit points and 2D6 S.D.C. are magically restored.
  8. Special Illusion Mage O.C.C. Skills & Abilities:
      Recognize Illusion: Just as a doctor can recognize flu symptoms and disease, the Illusion Mage can recognize the influence of Illusionary magic that charms, hypnotizes, or otherwise causes mind control (including trances, domination, compulsion, quest, etc.). Base Skill: 35% +5% per level of experience.
      Recognize magic: The Illusion Mage has a certain percentage chance to recognize a magic item by shape, inscription, magic symbols or intuition (gut feeling). It's important to understand that while the character may know something has magical properties, he does not know what powers the item may have or how to use it. Base Skill: 20% +5% per level of experience.
      Sence Magic: At Third Level Illusion Mage can sence magic as per the wizards spell at will.
      Magical Enhancement Skills: As a Illusion Mages knowledge of magic grows, he can learn to cast spells in ways slightly different from how the spells were originally designed or learned. An Illusion Mage can learn to cast without having to say it's magical words, to cast a spell for greater effect, or to cast without anything but a moment's thought. Preparing and casting a spell in such a way is harder then normal, but thanks to the Magical Enhancement skills, at least it is possible. Any spell so adjusted through a Magical Enhancement skill is considered to be a spell of the next higher level in difficulty to learn or teach (ie: A third level spell would be considered a 4th level spell etc...). There are several Magical Enhancement skills that can be applied to a spell. Each skill that is used changes the spell complexity as stated above cumulatively. (ie the 3rd level spell is modified with 3 Magical Enhancement skills and so becomes a 6 level spell in terms of complexity). The Magical Enhancement Skills are as follows:
      1. Empower Spell: With this skill, spells can be made to cast to greater effect. damage, beings affected and variable numerical values of like effect of the empowered spell are doubled. 5% per level chance of success.
      2. Enlarge Spell:With this skill, spells can be made to cast farther. Range and area affect are doubled. 5% per level chance of success.
      3. Extend Spell: With this skill, spell effects can be made to last longer. Spell duration is doubled. 5% per level chance of success.
      4. Heighten Spell: With this skill, spells can be made to be cast as if they were of higher level. Spell effects dependent of spell level are calculated to the heightened level. Level of the spell is effectively doubled. 5% per level chance of success.
      5. Maximize Spell: With this skill, spells can be cast to maximum effect. damage, beings affected and variable numerical values of like effect of the maximized spell do maximum effect. 5% per level chance of success.
      6. Quicken Spell:With this skill, spells can be cast at a moments thought. Casting time for a quickened spell is so fast the spell casting is considered a free action and not subject to initiative. 5% per level chance of success.
      7. Silent Spell: With this skill, spells can be cast Silently. Incantations nessesary to cast spells become mental, no vocalization is nessesary. 5% per level chance of success.
      8. Still Spell: With this skill, spells can be cast without gestures. Incantations nessesary to cast spells become totally mental or vocal. 5% per level chance of success.
  9. At second level, they gain Minor Illusion as a cantrip for all of their minor illusion needs.
  10. At 10th level, an Illusion Mage can create their Illusory Self. What this does is create an instant illusion of themselves as an instinctive reaction, causing an enemy to instantly miss. This is pretty cool as it means you get a kind of get-out-of-jail free card. You would not use it against a Kobold; however, at 10th level you could be facing something as tough as a Yochlol, Young Red Dragon, or Stone Golem. That means, it could equate to around fifty-six damage saved just by becoming an Illusory Self.
  11. At 14th level, the Illusion Mage gains the ability of Illusory Reality where something they create with their illusion spells can become a real construct for one minute. The object cannot deal damage or harm anyone in any indirect way, which stops dropping something from a height (like a druid) only to make it real at the last second; however, it is useful for things like constructing bridges or ladders. It also allows for walls and other constructs to be built as defences. Those are the innate abilities, and where they are not mind-blowing, they are useful. They also show the Illusionist in a neutral light, but trust me, that is about to change.
  12. So, can Illusion Mages be good? Well, yes, of course they can; however, there will always be a temptation to use the higher level spells that decimate an opponent’s psyche. Whether the illusionist is good however, can be defined by who he uses those powers on and how they feel about those people. Using Dream, for instance, to encourage someone to make a specific decision is one thing. Using Dream to psychically assassinate someone is something completely different – and it is this, along with the alignment system, that makes Illusion Mage a challenge. Illusionists are characters with difficult moral standings. They are not immediately aggressive Wizards. They are not necessarily dark characters; however, there is that hidden undertone that, gives them a temptation that could easily challenge their alignment.

    The Illusion Mages, Weapons & Armour

    Any weapon can be used, but not being very familiar with the ways of combat, they are most likely to use a small range of common weapons such as swords, knives, blunt, or staves. Most illusionists tend to wear light armour, with a preference for hard leather, studded leather, or chain mail. They never wear heavy armours such as plate or splint unless it is magically made to be lightweight. Magic weapons, armour and items are usually seen as desirable.

    The Illusion Mage O.C.C.

    Attribute Requirements: I.Q.: 15 and P.P.: 16
    Alignment: Any, but many tend toward evil or selfish alignments
    Gender: Male or Female
    Race: Any

    O.C.C. Skills:

      Languages: Native Tongue at 98% plus two of choice (+20% each)
      Literacy: Two of choice (+ 15%)
      Research:(+20%)
      Lore: Magic (+20%)
      Lore: One of choice (+15%)
      Mathematics: Basic (+20%)
      W.P. One of choice
      Hand to hand: basic can be selected at the cost of one "other" skill, or hand to hand: expert for the cost of two "other" skills or to Martial Arts for the cost of 3)

    O.C.C. Related Skills: Choose 8 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

      Communications: Any (+5%)
      Domestic: Any (+5%)
      Espionage: Forgery, Escape Artist and Intelligence only (all +5%).
      Horsemanship: General or Exotic Only.
      Labour: Any
      Magical/Religious: Any (+10%)
      Medical: Any (+15%)
      Military: Any
      Naval: Any
      Performing Arts: Any (+10%)
      Physical: Any
      Rogue: Any
      Science: Any (+10%)
      Scholar/Noble/Technical: Any (+10%)
      Weapon Proficiencies: Any, except Large Axes, Pole Arms and Lance.
      Wilderness: Dowsing, Identify Plants & Fruits, Preserve Food and Wilderness Survival only.

    Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

    Starting Equipment: Two sets of clothing, a robe or cloak with a hood, boots, a pair of soft leather gloves, belt, bedroll, backpack, a medium-sized to large purse/satchel, two small sacks, a water skin, 3D4 sheets of parchment paper, a 100 page notebook, three crow quill pens, two bottles of ink (each may be a different color), ID4 sticks of graphite, ID4 sticks of chalk, ID4 candles, a wooden cross, small mirror, and a tinder box.

    Armour: Starts with soft leather (A.R. 10, S.D.C. 20).

    Weapons: A knife and one additional weapon of choice. All are basic S.D.C. weapons of good quality. Magic weapons and additional items must be acquired later. Favorite weapons among Illusion Mages include the knife, short sword, staff, blunt weapons, sling and cross bow. Money: The character starts with 140 in gold. Additional money will come from payment for services rendered and/or the acquisition of booty. Practitioners of magic are often sought after by royalty, merchants, wealthy travelers, and the military as mercenaries or special freelance agents, or infiltrators for special assignments. Pay can be excellent, varying from 50-150 gold for the simplest task, to 300012,000 for dangerous assignments. Salary is often equal to that of the long bowman for low level Illusion Mages (under 5th level) and equal to that of an officer for experienced mages (5th level and higher). Many military operations like to use Illusion Mages as "Chaos" units who strike at the enemy with their illusions to harrass, decieve and demoralize. However, most Illusion Mages find military-life to be too restrictive and mundane. Furthermore, many men of arms don't trust Illusion Mages and feel uncomfortable around these men of magic, unless the mage has proven himself in several battles.

    Experiance and Combat Table:
    Magic Combat:
    LevelMagic CombatSpell Use/levelExperience
    1+2 vs. Spell Magic 40-2,240
    2+1 vs. Circles/Wards62,241-4,480
    3+1 Spell Strength84,481-8,960
    42 spell attacks/melee 108,961-17,920
    5+1 vs. Spell Magic1217,921-25,920
    6+1 vs. Circles/Wards1425,921-35,920
    7+2 Spell Strength1635,921-50,920
    8+1 Fae Magic 1850,921-70,920
    9+1 vs. Circles/Wards2070,921-95,920
    10+1 vs spell magic2295,920-135,920
    11+1 spell strength 24135,921-185,920
    12+1 vs Fae Magic26185,920-225,920
    13+1 vs. Spell Magic28225,920-275,920
    14+1 vs circles/wards30275,920-335,920
    15+1 spell strength32335,920-375,920

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