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Illusionists combine their notable skills at subterfuge with the control of magic. A good Illusionist makes it impossible for those who witness his feats to tell if he has done them using supernatural powers or mere natural skill. His mystical powers are nearly as great as those of other spellcasters, but he normally lacks the ability to cast spells quickly. In spite of being called Illusionists, these magic users master not only the power of Illusion, but many other types of magic as well. They are very vulnerable physically, however, and usually reject the idea of direct combat in favor of more ingenious stratagems.


  • Archetype - Mystic, Prowler
  • Life Point Multiple : 20
  • Life Points : +5 per level
  • Initiative : +5 per level
  • Martial Knowledge : +20 per level (See Ki Dominion)
  • Innate Psychic Points : +1 per 3 levels (See Psychic Disciplines)

Primary Abilities

  • Combat Ability (Limit 50 %) (See Combat Modules and Ki Dominion)
    • +1 Attack : 3
    • +1 Block : 3
    • +1 Dodge : 2
    • +1 Wear Armor : 3
    • +1 Ki : 2
    • Accumulation Multiple : 25
  • Supernatural Ability (Limit 60 %) (See Magic and Summoning)
    • +5 Zeon : 1
    • MA Multiple : 60
    • +1 Magic Projection : 2
    • +1 Summon : 3
    • +1 Control : 3
    • +1 Bind : 3
    • +1 Banish : 3
  • Psychic Ability (Limit 50 %) (See Psychic Disciplines)
    • Psychic Point : 20
    • +1 Psychic Projection : 3

Secondary Abilities

  • +1 Athletics : 2
  • +1 Social : 2
  • +1 Perceptive : 2
  • +1 Intellectual : 2
  • +1 Vigor : 3
  • +1 Subterfuge : 2
  • +1 Creative : 2

Reduced Costs

  • +1 Sleight of Hand : 1
  • +1 Persuasion : 1

Innate Bonuses

  • Primary
    • +75 Zeon points per level
  • Secondary
    • +5 Magic Appraisal per level
    • +10 Stealth per level
    • +10 Hide per level
    • +10 Sleight of Hand per level
    • +5 Disguise per level
    • +5 Theft per level
    • +5 Persuasion per level

Special

  • None