GLAMOUR
While most Mortal minds remain stagnant and fixed, the mind of a magician has been Elsewhere. It has seen dream-like vistas of kaleidoscope realities splayed open like a flower in full bloom. And it is this magical mind that may bend the senses and will of lesser minds to its own influence using the Mystery of Glamour. Glamour deals in illusion, hypnotic suggestion, and the control of others thoughts, feelings, and perceptions. Those who practice Glamour may read the thoughts and deep-seated emotions of others, turn their hearts towards a new goal of the magician's choosing, and even fracture the mind of an enemy into madness.
Doze
Cantrip
Make a Spellcraft Feat. A wave of exhaustion passes over a creature within 10 meters of you. The target must Save or become drowsy, lethargic, and unobservant for the next (Spellcraft Bumps) minutes, suffering Disadvantage on Awareness and Intellect Feats. In this state, they will seriously consider dropping what they are doing to close their eyes, just for a few minutes...
This Spell cannot affect creatures that do not normally sleep or are unable to sleep.
Level 1
As the Cantrip, but if your Spellcraft Bumps exceed the target's Intellect, they fall asleep on the spot. Any time something occurs within their range of perception that would normally awaken them, they may Save to wake up, thus ending the Spell's effect (the GM may rule they have Advantage or Disadvantage on this Save depending on how bothersome the stimuli is). Otherwise, the target sleeps for one hour per Spellcraft Bump over what was necessary to put them to Sleep (the target sleeps for (Spellcraft Bumps) minus (their Intellect) hours).
Level 2
As Level 1, but you affect all creatures in a 10 meter sphere centered within your line of sight.
Level 3
As Level 2, but every Spellcraft Bump you roll counts as two for the sake of determining which targets sleep and for how long.
Make a Spellcraft Feat. A wave of exhaustion passes over a creature within 10 meters of you. The target must Save or become drowsy, lethargic, and unobservant for the next (Spellcraft Bumps) minutes, suffering Disadvantage on Awareness and Intellect Feats. In this state, they will seriously consider dropping what they are doing to close their eyes, just for a few minutes...
This Spell cannot affect creatures that do not normally sleep or are unable to sleep.
Level 1
As the Cantrip, but if your Spellcraft Bumps exceed the target's Intellect, they fall asleep on the spot. Any time something occurs within their range of perception that would normally awaken them, they may Save to wake up, thus ending the Spell's effect (the GM may rule they have Advantage or Disadvantage on this Save depending on how bothersome the stimuli is). Otherwise, the target sleeps for one hour per Spellcraft Bump over what was necessary to put them to Sleep (the target sleeps for (Spellcraft Bumps) minus (their Intellect) hours).
Level 2
As Level 1, but you affect all creatures in a 10 meter sphere centered within your line of sight.
Level 3
As Level 2, but every Spellcraft Bump you roll counts as two for the sake of determining which targets sleep and for how long.
Facade
Cantrip
As a Half Action, cast this Spell to gain Advantage on the next Feat made to conceal or disguise yourself or an object you are touching as shifting illusions help to mask the target.
Level 1
Make a Spellcraft Feat. A static illusion appears over a creature or object you touch, causing it to look like something else. A stone looks like a gem. A viper looks like a friendly rabbit. A moldy loaf of bread looks fresh and tasty. This illusion must be roughly the same size as the target and is an unmoving, static image that is purely visual in nature. It lasts for 10 minutes or until the illusion is revealed for what it is. The illusion can be shattered if the disguised target behaves or is interacted with in such a way as to reveal its true nature. Any creature can also make an Awareness Feat to try and see through the illusion, the Difficulty of this Feat being equal to the number of Spellcraft Bumps you rolled when casting Facade.
This Spell cannot affect creatures that do not perceive with normal visual senses.
Level 2
As Level 1, but the illusion moves in response to what it is concealing, changing expression, position, lighting, and other minor shifts to make it seem more realistic. Awareness Feats made to detect the illusion have Disadvantage and a creature cannot even attempt a Feat until the disguised target behaves or is interacted with in such a way as to reveal its true nature.
Level 3
As Level 2, but a bit of mind-bending magic accompanies the illusion to make creatures who reveal the illusion's true nature immediately forget that it's an illusion. Any time a creature discovers the true nature of the target, they must Save with Disadvantage or immediately forget their discovery and accept the illusion for reality once more.
As a Half Action, cast this Spell to gain Advantage on the next Feat made to conceal or disguise yourself or an object you are touching as shifting illusions help to mask the target.
Level 1
Make a Spellcraft Feat. A static illusion appears over a creature or object you touch, causing it to look like something else. A stone looks like a gem. A viper looks like a friendly rabbit. A moldy loaf of bread looks fresh and tasty. This illusion must be roughly the same size as the target and is an unmoving, static image that is purely visual in nature. It lasts for 10 minutes or until the illusion is revealed for what it is. The illusion can be shattered if the disguised target behaves or is interacted with in such a way as to reveal its true nature. Any creature can also make an Awareness Feat to try and see through the illusion, the Difficulty of this Feat being equal to the number of Spellcraft Bumps you rolled when casting Facade.
This Spell cannot affect creatures that do not perceive with normal visual senses.
Level 2
As Level 1, but the illusion moves in response to what it is concealing, changing expression, position, lighting, and other minor shifts to make it seem more realistic. Awareness Feats made to detect the illusion have Disadvantage and a creature cannot even attempt a Feat until the disguised target behaves or is interacted with in such a way as to reveal its true nature.
Level 3
As Level 2, but a bit of mind-bending magic accompanies the illusion to make creatures who reveal the illusion's true nature immediately forget that it's an illusion. Any time a creature discovers the true nature of the target, they must Save with Disadvantage or immediately forget their discovery and accept the illusion for reality once more.
Fata Morgana
Cantrip
You create a free-standing illusion that affects a single sense; a sound, a smell, a static image, even a tactile sensation or a taste on the tongue. The illusion you create must be something you have personally experienced with your own senses (and lacks any supernatural qualities it may have had like a Siren's call or Medusa's gaze). You recreate the sensation at the same level with which you experienced it, the illusion emanating from or appearing in any unoccupied space within your line of sight. It lasts for but an instant, vanishing and fading from perception after a few seconds. The illusion is not real and cannot interface with the world or its creatures; it can only stimulate the senses of those who perceive it (and perhaps fool them into acting in response).
Level 1
Create a free-standing illusion that affects up to two senses at once. The illusion may either perform 2.5 Actions and vanish or act on a loop, performing those same Actions over and over again so long as you hold Concentration. The illusion is not real and cannot interface with the world or its creatures; it can only stimulate the senses of those who perceive it (and perhaps fool them into acting in response).
Level 2
As Level 1, but you can affect any number of senses at once. While you hold Concentration, the illusion either acts on a 2.5 Action loop or takes its own place in the order of Initiative, gaining 2.5 Actions with which to act under your control. You can even use your Actions during your turn to control the illusion.
Level 3
As Level 2, but the illusion is so real, so perfect that it can actually do harm to creatures it encounters. If you attack with the illusion, use your best attack scores to do so and inflict Psychic damage instead of your regular damage type. The illusion has no real special abilities, but its attack can look like anything (dragon's flames, a kobold's spear, a fissure full of snakes leaping out from the ground - your imagination is the limit).
You create a free-standing illusion that affects a single sense; a sound, a smell, a static image, even a tactile sensation or a taste on the tongue. The illusion you create must be something you have personally experienced with your own senses (and lacks any supernatural qualities it may have had like a Siren's call or Medusa's gaze). You recreate the sensation at the same level with which you experienced it, the illusion emanating from or appearing in any unoccupied space within your line of sight. It lasts for but an instant, vanishing and fading from perception after a few seconds. The illusion is not real and cannot interface with the world or its creatures; it can only stimulate the senses of those who perceive it (and perhaps fool them into acting in response).
Level 1
Create a free-standing illusion that affects up to two senses at once. The illusion may either perform 2.5 Actions and vanish or act on a loop, performing those same Actions over and over again so long as you hold Concentration. The illusion is not real and cannot interface with the world or its creatures; it can only stimulate the senses of those who perceive it (and perhaps fool them into acting in response).
Level 2
As Level 1, but you can affect any number of senses at once. While you hold Concentration, the illusion either acts on a 2.5 Action loop or takes its own place in the order of Initiative, gaining 2.5 Actions with which to act under your control. You can even use your Actions during your turn to control the illusion.
Level 3
As Level 2, but the illusion is so real, so perfect that it can actually do harm to creatures it encounters. If you attack with the illusion, use your best attack scores to do so and inflict Psychic damage instead of your regular damage type. The illusion has no real special abilities, but its attack can look like anything (dragon's flames, a kobold's spear, a fissure full of snakes leaping out from the ground - your imagination is the limit).
Hypnotic Gaze
Cantrip
Look directly into a creature's eyes and make a statement. Roll your Spellcraft and the creature will roll their Save. Every Save Bump the creature rolls removes one of your Spellcraft Bumps. If you have at least 1 Spellcraft Bump remaining, the creature will agree with the statement you've made and act accordingly, their mind muddled by the magic of the Spell for the next (remaining Spellcraft Bumps) minutes.
Level 1
As the Cantrip, but you may add your Charisma or Intellect (whichever is highest) to the Spellcraft Feat. In addition to making a statement the creature will agree with, you can opt to issue a simple command which the creature will obey (as best they understand the command and your intent and are able to carry it out).
The command:
Level 2
As Level 1, but each Spellcraft Bump counts as two for the purpose of overcoming the target's Save. You may ignore your choice of one of the limitations on commands as described above.
Level 3
As the Cantrip, but each Spellcraft Bump counts as two for the purpose of overcoming the target's Save. If successful, you overwhelm the target's mind completely, taking total control of them. They are yours to command for the (Spellcraft Bumps) Actions they perform. The target remains under your control until you lose consciousness or they perforrm their last Action - they will not, cannot perform any Actions at all except the ones you command them to. After performing their final Action for you, you may cause the target to remember their time spent under your control or forget it completely.
Look directly into a creature's eyes and make a statement. Roll your Spellcraft and the creature will roll their Save. Every Save Bump the creature rolls removes one of your Spellcraft Bumps. If you have at least 1 Spellcraft Bump remaining, the creature will agree with the statement you've made and act accordingly, their mind muddled by the magic of the Spell for the next (remaining Spellcraft Bumps) minutes.
Level 1
As the Cantrip, but you may add your Charisma or Intellect (whichever is highest) to the Spellcraft Feat. In addition to making a statement the creature will agree with, you can opt to issue a simple command which the creature will obey (as best they understand the command and your intent and are able to carry it out).
The command:
- Must be immediately actionable; related to doing something
- Must be simple, limited to one or two steps
- Cannot directly/immediately harm the target or those they care about
- Cannot make a creature believe something or change their nature
- Cannot force a creature to tell you something
- Cannot be something they do later when a certain condition is met
Level 2
As Level 1, but each Spellcraft Bump counts as two for the purpose of overcoming the target's Save. You may ignore your choice of one of the limitations on commands as described above.
Level 3
As the Cantrip, but each Spellcraft Bump counts as two for the purpose of overcoming the target's Save. If successful, you overwhelm the target's mind completely, taking total control of them. They are yours to command for the (Spellcraft Bumps) Actions they perform. The target remains under your control until you lose consciousness or they perforrm their last Action - they will not, cannot perform any Actions at all except the ones you command them to. After performing their final Action for you, you may cause the target to remember their time spent under your control or forget it completely.
Impulse
Cantrip
A creature within 10 meters of you must Save (the Difficulty is equal to your Spellcraft) or feel a basic emotion (joy, sadness, fear, anger, or disgust) that they might not otherwise feel based on external stimuli. You can make the emotion vague and aimless, like a scent on the wind or direct the emotion towards a person, place, or thing that they are able to currently perceive. The emotion fades as quickly as it came, though the target may wonder why they felt it and act accordingly.
This Spell does not work on creatures that do not have emotions.
Level 1
As the Cantrip, but make a Spellcraft Feat; the emotion lasts for (Spellcraft Bumps) hours. The feeling is intense and will almost certainly cause the target to act on it. You can also create more complex emotions; love, envy, pride, despair, trust, etc.
Level 2
As Level 1, but the emotion lasts for (Spellcraft Bumps) days instead of hours. You can mix several emotions together to create a potent cocktail of feeling towards a person, place, or thing which the target is either able to immediately perceive or has personally interacted with in the past week.
Level 3
As Level 2, but the emotion lasts for (Spellcraft Bumps) weeks instead of days. At the end of this period, the target may Save one last time (versus your Spellcraft, as with the Cantrip); if they fail this Save, the feelings they have experienced become a permanent part of their emotional palette and will shade their dealings with the target of this emotional experience from now on.
A creature within 10 meters of you must Save (the Difficulty is equal to your Spellcraft) or feel a basic emotion (joy, sadness, fear, anger, or disgust) that they might not otherwise feel based on external stimuli. You can make the emotion vague and aimless, like a scent on the wind or direct the emotion towards a person, place, or thing that they are able to currently perceive. The emotion fades as quickly as it came, though the target may wonder why they felt it and act accordingly.
This Spell does not work on creatures that do not have emotions.
Level 1
As the Cantrip, but make a Spellcraft Feat; the emotion lasts for (Spellcraft Bumps) hours. The feeling is intense and will almost certainly cause the target to act on it. You can also create more complex emotions; love, envy, pride, despair, trust, etc.
Level 2
As Level 1, but the emotion lasts for (Spellcraft Bumps) days instead of hours. You can mix several emotions together to create a potent cocktail of feeling towards a person, place, or thing which the target is either able to immediately perceive or has personally interacted with in the past week.
Level 3
As Level 2, but the emotion lasts for (Spellcraft Bumps) weeks instead of days. At the end of this period, the target may Save one last time (versus your Spellcraft, as with the Cantrip); if they fail this Save, the feelings they have experienced become a permanent part of their emotional palette and will shade their dealings with the target of this emotional experience from now on.
INCEPTION
Cantrip
As a Free Action, broadcast a thought, a feeling, or a sensory perception you are currently experiencing into the mind of a creature you can see. They must Save or believe this feeling is their own.
Level 1
As a Free Action, read whatever thought, feeling, and sensory perception is at the forefront of the mind of a creature you can see.
Level 2
As a Free Action, broadcast a drive (an action to undertake), a desire (something desperately wanted), or a physical need (hunger, thirst, gotta pee, etc.) into the mind of a creature you can see. They must Save with Disadvantage or believe this feeling is their own and act accordingly.
Level 3
As a Free Action, plant a dream, a memory, a doubt, or the seed of some idea deep in the psyche of a creature you can see. They will believe this idea is their own and take concrete steps to act on it within 1d4 days.
As a Free Action, broadcast a thought, a feeling, or a sensory perception you are currently experiencing into the mind of a creature you can see. They must Save or believe this feeling is their own.
Level 1
As a Free Action, read whatever thought, feeling, and sensory perception is at the forefront of the mind of a creature you can see.
Level 2
As a Free Action, broadcast a drive (an action to undertake), a desire (something desperately wanted), or a physical need (hunger, thirst, gotta pee, etc.) into the mind of a creature you can see. They must Save with Disadvantage or believe this feeling is their own and act accordingly.
Level 3
As a Free Action, plant a dream, a memory, a doubt, or the seed of some idea deep in the psyche of a creature you can see. They will believe this idea is their own and take concrete steps to act on it within 1d4 days.
Magnetism
Cantrip
Cast this Spell as a Half Action to become magnetic, attractive, and interesting to all who behold you. For the next round/minute, you have Advantage on all Feats made to interact socially with others.
Level 1
You become magnetic, attractive, and interesting to a creature within 10 meters, drawing their attention to you. In fact, they will find it hard to focus on anything else but you. At the end of every round/minute, the creature can Save to end the effect.
Level 2
Target a creature within 10 meters. The target's Bias towards you increases by one degree.
Level 3
Target a creature within 10 meters. The target's Bias towards you immediately becomes Friendly, no matter what it was before. The target may Save to end this effect any time you say or do something to remind them why they held their previous Bias towards you.
Cast this Spell as a Half Action to become magnetic, attractive, and interesting to all who behold you. For the next round/minute, you have Advantage on all Feats made to interact socially with others.
Level 1
You become magnetic, attractive, and interesting to a creature within 10 meters, drawing their attention to you. In fact, they will find it hard to focus on anything else but you. At the end of every round/minute, the creature can Save to end the effect.
Level 2
Target a creature within 10 meters. The target's Bias towards you increases by one degree.
Level 3
Target a creature within 10 meters. The target's Bias towards you immediately becomes Friendly, no matter what it was before. The target may Save to end this effect any time you say or do something to remind them why they held their previous Bias towards you.
Outburst
Cantrip
You broadcast a word into the head of a creature you can see, who must Save (versus your Spellcraft as Difficulty) or suddenly shout out the word. This only works on creatures capable of Mortal speech. You can cast this Spell as a Free Action.
Level 1
As the Cantrip, but you can control the volume and overall delivery with which the target speaks. You may also force them to say a complete sentence instead of a single word.
Level 2
As Level 1, but you may also affect the target's body language when speaking the desired words. You may also force them to say a whole paragraph instead of a sentence or single word. The Save to resist Outburst has Disadvantage.
Level 3
The target cannot Save to resist Outburst and says everything you want them to say, speaking for up to 15 minutes as you dictate. You control their tone, body language, and delivery of the message completely.
You broadcast a word into the head of a creature you can see, who must Save (versus your Spellcraft as Difficulty) or suddenly shout out the word. This only works on creatures capable of Mortal speech. You can cast this Spell as a Free Action.
Level 1
As the Cantrip, but you can control the volume and overall delivery with which the target speaks. You may also force them to say a complete sentence instead of a single word.
Level 2
As Level 1, but you may also affect the target's body language when speaking the desired words. You may also force them to say a whole paragraph instead of a sentence or single word. The Save to resist Outburst has Disadvantage.
Level 3
The target cannot Save to resist Outburst and says everything you want them to say, speaking for up to 15 minutes as you dictate. You control their tone, body language, and delivery of the message completely.
Silver Tongue
Cantrip
You mentally cast this Spell as a Free Action and make a true/false statement. One creature of your choice who hears you will believe what you have said is true (and will act accordingly) if it meets all of the following criteria:
Level 1
As the Cantrip, but you can affect up to three creatures who hear you and ignore one of the above criteria.
Level 2
As the Cantrip, but you can affect up to ten creatures who hear you and ignore two of the above criteria.
Level 3
As the Cantrip, but you can affect any number of creatures who hear you and ignore up to three of the above criteria.
You mentally cast this Spell as a Free Action and make a true/false statement. One creature of your choice who hears you will believe what you have said is true (and will act accordingly) if it meets all of the following criteria:
- The statement is a matter of objective fact or falsehood, not an opinion
- The statement makes logical sense
- The statement is not immediately verifiable as untrue
- The statement does not contradict reality as the hearer understands it
Level 1
As the Cantrip, but you can affect up to three creatures who hear you and ignore one of the above criteria.
Level 2
As the Cantrip, but you can affect up to ten creatures who hear you and ignore two of the above criteria.
Level 3
As the Cantrip, but you can affect any number of creatures who hear you and ignore up to three of the above criteria.
Spectacle
Cantrip
Cast this Spell as a Half Action. You cause a creature within 10 meters to Fixate on a creature or object of your choice (Save ends). While Fixated, the creature is so focused on the target of their Fixation that they are unable to divert their attention away from it.
Any time something noisome enough to awaken the average sleeper occurs within 10 meters of a creature Fixated by Spectacle, they may Save to end the Fixated condition and divert their attention away from that which has captivated their attention.
Level 1
As the Cantrip, but all creatures within 5 meters of a target creature or object must Save or become Fixated on it (Save ends).
Level 2
As Level 1, but increase the range to affect all creatures within 10 meters of a target creature or object. Saves to resist or end the Fixated condition have Disadvantage.
Level 3
As Level 2, but increase the range to 20 meters. You can hold Concentration to sustain all instances of Fixate caused by Spectacle.
Cast this Spell as a Half Action. You cause a creature within 10 meters to Fixate on a creature or object of your choice (Save ends). While Fixated, the creature is so focused on the target of their Fixation that they are unable to divert their attention away from it.
Any time something noisome enough to awaken the average sleeper occurs within 10 meters of a creature Fixated by Spectacle, they may Save to end the Fixated condition and divert their attention away from that which has captivated their attention.
Level 1
As the Cantrip, but all creatures within 5 meters of a target creature or object must Save or become Fixated on it (Save ends).
Level 2
As Level 1, but increase the range to affect all creatures within 10 meters of a target creature or object. Saves to resist or end the Fixated condition have Disadvantage.
Level 3
As Level 2, but increase the range to 20 meters. You can hold Concentration to sustain all instances of Fixate caused by Spectacle.
Veracity
Cantrip
As a Free Action, as a creature a yes or no question. They are compelled to answer truthfully to the best of their knowledge and ability and must Save to resist doing so (you are permitted to know the result of this Save).
Level 1
As a Free Action, ask a creature up to three questions which they are compelled to answer truthfully to the best of their knowledge and ability. A creature may Save to resist answering truthfully (you are permitted to know the result of this Save) but must make a new Save each time they are asked a new question.
Level 2
Cast this Spell as a Half Action to create a 3 x 3 meter sphere wherein no creature is able to lie without a successful Save (you are permitted to know the result of this Save). Any creature within the area is aware of its effect. This Spell is sustained by Concentration.
Level 3
Cast this Spell as a Free Action and ask the creature one question - you may also ask one follow-up question based on their response. The creature will spill their guts, telling you the truth, the whole truth and nothing but the truth. They will reveal absolutely everything they know in response to your querrey (sometimes to the point of too much information), avoiding interjecting their opinions as much as possible to clearly, accurately, and truthfully answer your question to the best of their knowledge and ability.
As a Free Action, as a creature a yes or no question. They are compelled to answer truthfully to the best of their knowledge and ability and must Save to resist doing so (you are permitted to know the result of this Save).
Level 1
As a Free Action, ask a creature up to three questions which they are compelled to answer truthfully to the best of their knowledge and ability. A creature may Save to resist answering truthfully (you are permitted to know the result of this Save) but must make a new Save each time they are asked a new question.
Level 2
Cast this Spell as a Half Action to create a 3 x 3 meter sphere wherein no creature is able to lie without a successful Save (you are permitted to know the result of this Save). Any creature within the area is aware of its effect. This Spell is sustained by Concentration.
Level 3
Cast this Spell as a Free Action and ask the creature one question - you may also ask one follow-up question based on their response. The creature will spill their guts, telling you the truth, the whole truth and nothing but the truth. They will reveal absolutely everything they know in response to your querrey (sometimes to the point of too much information), avoiding interjecting their opinions as much as possible to clearly, accurately, and truthfully answer your question to the best of their knowledge and ability.
Whispers of Lethe
Cantrip
As a Free Action, you whisper the words to this Spell and a creature of your choice who can hear you must Save or they will be unable to recall the events of the past hour for the next (Spellcraft) hours, at which point their recall will come rushing back with perfect clarity.
Level 1
As the Cantrip, but you completely erase the memories of the past (Spellcraft) hours if the creature fails their Save.
Level 2
As the Cantrip, but you completely erase the memories of the past (Spellcraft) days if the creature fails their Save.
Level 3
An unseen 10 meter sphere centered on you makes it impossible for non-allies to form new memories so long as you hold Concentration. It is still possible for creatures to see and recognize you, but they will have no recollection of anything that occurred while they were inside this Spell's area of effect.
As a Free Action, you whisper the words to this Spell and a creature of your choice who can hear you must Save or they will be unable to recall the events of the past hour for the next (Spellcraft) hours, at which point their recall will come rushing back with perfect clarity.
Level 1
As the Cantrip, but you completely erase the memories of the past (Spellcraft) hours if the creature fails their Save.
Level 2
As the Cantrip, but you completely erase the memories of the past (Spellcraft) days if the creature fails their Save.
Level 3
An unseen 10 meter sphere centered on you makes it impossible for non-allies to form new memories so long as you hold Concentration. It is still possible for creatures to see and recognize you, but they will have no recollection of anything that occurred while they were inside this Spell's area of effect.