Aspect Codex

Illusioncraft

Illusioncraft is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

IllusioncraftSpellcastingChargesDeception

What This Aspect Does

Illusioncraft defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Minor Illusion

Create one illusory sound or one image of an object within range. The image fits in a 5-ft. cube and has no physical substance. A creature that uses the Study action and succeeds on an INT check against your power save DC recognizes it as an illusion.

Tier 0ActionAt-Will

Mysterious Presence

Touch one willing creature and blur its social impression. Until the effect ends, other creatures subtract 1d4 from WIS (Insight) or WIS (Perception) checks made to read, track, or identify the target.

Tier 1ActionAt-Will

Disguise Self

Change your apparent appearance, clothing, equipment, height by up to 1 ft., and general build. The illusion does not withstand physical inspection. A creature can use the Study action and make an INT check against your power save DC to discern the disguise.

Tier 1ActionAt-Will

Silent Image

Create a visual illusion no larger than a 15-ft. cube at a point within range. As an action, move it within range and alter its appearance. Physical interaction reveals it as false. A creature can Study it with an INT check against your power save DC.

Tier 11 MinuteAt-Will

Illusory Script

Write on a suitable surface and make the message appear normal to chosen readers, but false, unintelligible, or altered to others. A creature with truesight reads the hidden message normally.

Tier 1ReactionAt-Will

Flicker Veil

When a creature you can see within range is targeted by an attack, impose a penalty equal to your INT modifier on the attack roll as the target’s outline flickers.

Tier 2ActionAt-Will

Mirror Image

Create three illusory duplicates in your space. When a creature hits you with an attack, roll 1d20. On an 11 or higher, the attack hits a duplicate instead. A duplicate has AC 10 + your DEX modifier and vanishes when hit.

Tier 2ActionAt-Will

Invisibility

Touch one creature. The target is invisible until the effect ends. The effect ends early after the target attacks, deals damage, or uses a power.

Tier 2ActionAt-Will

Phantasmal Force

Choose one creature you can see within range. The target must make an INT save or perceive a phantasmal object, creature, or hazard no larger than a 10-ft. cube. The target treats it as real. Once per turn, if the target is within or adjacent to the phantasm, it takes 10 (3d6) psychic damage.

Tier 21 MinuteAt-Will

Magic Mouth

Implant a spoken message of up to 25 words in an unattended object within range. The message is spoken in your voice when a trigger you define occurs within 30 ft. of the object.

Tier 3ActionAt-Will

Hypnotic Pattern

Create a twisting pattern in a 30-ft. cube. Creatures of your choice in the area that can see it must make a WIS save or become charmed, incapacitated, and have speed 0 for the duration. The effect ends for a creature if it takes damage or another creature uses an action to shake it awake.

Tier 3ActionAt-Will

Major Image

Create an image, creature, object, or phenomenon no larger than a 20-ft. cube. It includes sound, smell, and temperature but cannot cause harm. As an action, move and reshape it within range. Physical interaction or a successful INT Study check against your power save DC reveals it as false.

Tier 3ReactionAt-Will

Distorting Decoy

When a creature you can see within range is hit by an attack, a false image shifts the strike. Reduce the damage by 3d8 + your INT modifier.

Tier 3ActionAt-Will

Phantom Terrain

Cover a 20-ft. radius area within range with false footing, fog, shadows, or misleading depth. The area is lightly obscured and difficult terrain for hostile creatures that fail an INT save when they enter or start there.

Tier 410 MinutesAt-Will

Hallucinatory Terrain

Make natural terrain in a 150-ft. cube look, sound, and smell like another natural terrain. The illusion does not change tactile qualities. A creature examining it can make an INT check against your power save DC to discern the illusion.

Tier 4ActionAt-Will

Greater Invisibility

Touch one creature. The target is invisible for the duration, and the effect does not end when the target attacks, deals damage, or uses a power.

Tier 4ActionAt-Will

Nightmare Visage

Choose one creature that can see you within range. The target must make a WIS save or become frightened for the duration. While frightened this way, it takes psychic damage equal to your INT modifier at the start of each of its turns. It repeats the save at the end of each turn.

Tier 4ReactionAt-Will

Vanishing Guard

When a creature you can see within range takes damage, reduce the damage by 4d8 + your INT modifier. If this reduces the damage to 0, the target becomes invisible until the start of its next turn.

Tier 5ActionAt-Will

Mislead

Become invisible and create an illusory double where you stand. As an action, move the double up to twice your speed and make it speak, gesture, and behave as you choose. You can see and hear through it. Your invisibility ends if you attack, deal damage, or use a power.

Tier 5ActionAt-Will

Seeming

Give illusory appearances to any number of creatures you can see within range. An unwilling target may make a CHA save to resist. The illusion changes apparent body, clothing, armor, and gear but fails physical inspection.

Tier 5ActionAt-Will

Regal Presence

Surround yourself with overwhelming majesty. When the emanation enters a creature’s space or a creature enters or ends its turn there, force that creature to make a WIS save. On a failed save, it takes 18 (4d8) psychic damage, falls prone, and is pushed 10 ft. On a success, it takes half damage only.

Tier 5ActionAt-Will

Mass Vanish

Choose up to six willing creatures within range. Each target becomes invisible for the duration. The effect ends early for a target after it attacks, deals damage, or uses a power.

Tier 6ActionAt-Will

Programmed Illusion

Create an illusion no larger than a 30-ft. cube that remains dormant until a trigger you define occurs. When triggered, it performs a scripted display with sights and sounds for up to 5 minutes, then becomes dormant for 10 minutes.

Tier 6ActionAt-Will

Permanent Image

Create a lasting illusion of a creature, object, or phenomenon no larger than a 30-ft. cube. It includes sound, smell, and temperature. As long as you are within range, you can use an action to move or alter it.

Tier 6PassiveAt-Will

Illusory Dominion

Creatures have disadvantage on INT checks made to discern your Illusioncraft powers. When a creature fails such a check, it takes psychic damage equal to your INT modifier.

Tier 6ReactionAt-Will

False Sanctuary

When a creature you can see within range would take damage, create a false angle or phantom obstacle. Reduce the damage by 6d8 + your INT modifier. If the attack misses or the damage is reduced to 0, move the protected creature 10 ft. without provoking opportunity attacks.

Tier 710 MinutesAt-Will

Mirage Arcane

Alter terrain in an area up to 1 mile square to look, sound, smell, and feel like different terrain. The illusion can create apparent structures, difficult terrain, or openings, but cannot disguise or add creatures. Truesight reveals the terrain’s true form.

Tier 7ActionAt-Will

Project Image

Create an illusory copy of yourself at a location within range that you have seen before. You can see and hear through it. As an action, move it up to 60 ft. and make it speak, gesture, and behave as you choose. The copy is intangible and disappears if damaged.

Tier 7ActionAt-Will

Phantasmal Killer

Choose one creature you can see within range. The target must make a WIS save or become frightened by a private nightmare. At the end of each of its turns, it repeats the save. On a failed repeat save, it takes 44 (8d10) psychic damage; on a success, the effect ends.

Tier 7ActionAt-Will

Mass Hallucination

Choose up to six creatures within range. Each target must make an INT save or see a battlefield of false hazards. On a failed save, a target treats the ground within 30 ft. of itself as difficult terrain and has disadvantage on opportunity attacks for the duration.

Tier 8ActionAt-Will

Illusory Dragon

Create a Huge shadowy dragon in an unoccupied space within range. Enemies that can see it must make a WIS save or become frightened for 1 minute. As a bonus action, move the dragon 60 ft. and have it exhale a 60-ft. cone. Creatures in the cone make an INT save, taking 49 (9d10) acid, cold, fire, lightning, necrotic, or poison damage on a failed save, or half as much on a success.

Tier 8Action1/Long Rest

Mind Maze

Choose one creature you can see within range. The target must make an INT save or become trapped in a private illusory maze, incapacitated and speed 0 for the duration. It repeats the save at the end of each of its turns, ending the effect on a success.

Tier 8Bonus ActionAt-Will

Veil of Unreality

For the duration, you are invisible to creatures that fail an INT save when they first try to perceive or target you. Affected creatures may repeat the save when you damage them or at the end of each of their turns.

Tier 8ReactionAt-Will

Perfect Decoy

When you or a creature you can see within range would take damage or fail a saving throw, an illusion absorbs the outcome. Reduce the damage to 0 or turn the failed save into a success. The protected creature becomes invisible until the start of its next turn.

Tier 9Action1/Long Rest

Reality Overlay

Alter a region up to 1 mile square with tactile illusions that feel real to creatures that fail an INT save on entering. Affected creatures treat chosen areas as difficult terrain, solid barriers, bridges, pits, cover, or safe ground as you define when the power is used.

Tier 9PassiveAt-Will

Dream Dominion

Your Illusioncraft powers ignore immunity to the charmed and frightened conditions unless a creature has truesight. Creatures with truesight still have disadvantage on checks to pierce your illusions.

Tier 9ActionAt-Will

Phantom Army

Create an army of illusory figures in a 60-ft. radius within range. Hostile creatures in the area must make a WIS save when they start their turns there. On a failed save, a creature takes 44 (8d10) psychic damage and has disadvantage on attack rolls until the start of its next turn; on a success, it takes half damage only.

Tier 9Reaction1/Long Rest

Unseen Escape

When you would drop to 0 hit points, fail a saving throw, or be restrained, create a perfect false death or false position. You instead become invisible, teleport up to 60 ft. to a space you can see, and the triggering damage, failed save, or restraint is negated.

Tier 10Bonus ActionAt-Will

Archillusion

For the duration, creatures have disadvantage on saving throws and checks against your Illusioncraft powers, and you may make one illusion you create tangible to affected creatures for movement and cover, though it cannot directly deal damage unless the power already does.

Tier 10Action1/Long Rest

Absolute Mirage

Transform the apparent reality of an area up to 1 mile square. You define terrain, weather, structures, crowds, hazards, and sensory details. Creatures entering the area make an INT save. On a failed save, they treat the illusion as real for movement, cover, concealment, and orientation.

Tier 10ReactionAt-Will

Perfect Falsehood

When you or a creature you can see within range would take damage, fail a saving throw, be detected, or be targeted, replace the event with a convincing false outcome. The damage becomes 0, the save succeeds, detection fails, or the targeting must choose another valid target.

Tier 10Action1/Ever

World of Dreams

Create a legendary illusion across a region within range. The illusion can rewrite landmarks, conceal settlements, create false roads, hide armies, or impose a dreamlike law of perception. The GM defines the limits of its narrative effect. It can be ended by Tier 10 dispelling, divine intervention, or a story condition set when the power is used.

Characters With This Aspect

Angeldust

Angelique Martinique

Angelique Martinique, known as Angeldust, was a VQU student when she witnessed Albert Rallus murder a fellow student, a moment that turned campus glamour into survival instinct. With blonde hair and high-fey poise, she helped Josette move from that Violince into the Queefdom elite of Velvet Cross. Their ascent eventually placed them in the newest Centrum Security Forces, the highest adventuring team beneath Centrum itself. Angelique’s importance lies in making perception, influence, and access obey.

AliveFaerieIllusioncraft

Arcanos

Archibald Brightgleam

Arcanos Brightgleam is a gnome enchantment scholar and public spokesman for the Arcanist Ascendancy. Once an adjunct professor at Von Queef University, he built his reputation on theatrical lectures, applied illusions, and making dangerous arcane theory sound wonderfully reasonable. Charismatic and polished, Arcanos presents innovation as a public good while quietly shaping how people see the Ascendancy. Whether he is a true believer, a careful opportunist, or something more secret remains unclear.

AliveGnomeIllusioncraft

Cloaked Guardian

Zahaara Rose

Imported character from the Character Data sheet.

Needs ReviewHumanIllusioncraft

Glittergold

ZsaZsa Glittergold

ZsaZsa Glittergold, known as Glittergold, is a mountain dwarf dancer, glamour bard, and flamboyant performer of the Pink Pony Tavern whose art turns spectacle into soft rebellion. Chaotic Neutral and impossible to ignore, she uses illusioncraft and emotioncraft through sound, scent, movement, and stage presence to redirect crowds, stir desire, spark fear, or loosen the grip of rigid authority. Once a scandalous nobility-adjacent celebrity, ZsaZsa now stands with the Pink Pony Girls as a cultural lightning rod against tradition-bound power. Every performance is glitter, provocation, and pressure applied exactly where society pretends it cannot crack.

AliveDwarf (Mountain)Illusioncraft

Memaw

Narna Veek

Imported character from the Character Data sheet.

AliveHumanIllusioncraft

Rice Hands

Rhys Martinique

Rhys Martinique, known as Rice Hands, was a flamboyant faerie wizard, former performer, and beloved member of Kickassery Inc. Raised between street acrobatics and dangerous stage magic, he earned his name juggling scalding rice in a circus fire act before turning those same hands toward delicate illusioncraft and expressive spellwork. With ink-black tattoos, rose-colored beads, and striking pink wings, Rhys made rebellion look radiant. He was deeply bonded to Havyk as soulmate, mirror, and grounding force, and his death before the campaign still burns through the Pink Pony Girls’ story. Even gone, Rice Hands remains proof that grief can glitter.

DeceasedFaerieIllusioncraft

Ripple

Gullie Wave

Gullie Wave, known as Ripple, is a fae-touched human sorcerer from Willowhearth whose magic moves with the same restless sparkle as her personality. Clever, impulsive, and fiercely independent, she uses illusioncraft, charm, and misdirection to turn danger into something confused, glowing, and easier to escape. Her optimism is not softness; Gullie will risk herself for the vulnerable, outwit stronger enemies, and make even hostile rooms feel off-balance. At Von Queef University, she stands out as a chaotic good burst of color and trouble, proof that kindness can be mischievous, tactical, and very hard to pin down.

AliveFaerieIllusioncraft

Stardust

Josette Martinique

Josette Martinique, known as Stardust, was a VQU student when she and Angelique witnessed Albert Rallus murder a fellow student, binding their campus story to the Violince that reshaped the age. Black-haired, graceful, and quietly strategic, Josette helped turn survival into social ascent through Velvet Cross society. That rise carried the sisters into the newest Centrum Security Forces, the highest adventuring team beneath Centrum itself. Josette’s importance lies in turning elegance into access, and access into power.

AliveFaerieIllusioncraft

Wily

Felix Wiles

Imported character from the Character Data sheet.

DeceasedHumanIllusioncraft