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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Cloaked Guardian
Zahaara Rose
Imported character from the Character Data sheet.
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.
Memaw
Narna Veek
Imported character from the Character Data sheet.
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.
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.
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.
Wily
Felix Wiles
Imported character from the Character Data sheet.