Illusion Origin
Spell trait: PresencePlay the Illusion Origin if you want to befuddle your foes with imaginative illusions.
Convincing Illusions: Anyone scrutinizing your “Minor Illusion” must succeed on a Reaction Roll to recognize it is illusory. The Difficulty is 10 plus your Spellcast trait. Mark any number of Stress when you create the illusion to increase the Difficulty by the same amount. The scrutinizer automatically succeeds if they physically interact with the illusion.
Major Illusion: The range of your “Minor Illusion” increases to Far. Pick a point within this range. Your illusion can be as large as Very Close range, centered on this point. You can move it at will. The illusion may also include auditory elements.
Horrific Phantasm: Once per rest, you can create an illusion pulled from a creature's worst nightmares. A target within Far range must succeed on a Reaction Roll using your "Minor Illusion" Difficulty or mark 1d6 Stress.
Illusion Mastery: Anyone scrutinizing your “Minor Illusion” no longer automatically succeeds if they physically interact with it. Your illusion can also include olfactory, gustatory, thermal, and tactile elements. It can encompass an area contained within Close range, centered on a point within Very Far range.
Permanent Illusion: Spend 3 Hope to make a “Minor Illusion” permanent. You may only have one permanent illusion at a time.
