Illusion

“What goes unseen? That which drifts between the true and false. What is seen? All that is allowed to be viewed. By my hand however, I muddy the water and cast the mist about the air. That which was seen once, is seen no more.” - Seileshi magician, 4th Era

Among the magical arts of old, amidst the various arcane arts of the ancient Greyfolk, none are more perceived as uniquely akin to them as those found in the school of Illusion magic. Most commonly practiced and coveted by the Tong’Fei Greyfolk of Eastern Aldria, this school of magic focuses on the veiling of reality and the distortion of perception. Often employed by stealth artists, traveling magicians and bards, as well as some thieves and assassins, this magic is the key to remaining unseen or as a means to avoid provocation. Taught mainly as a means to pacify, it is commonly found in Aldrian Val’Maer temple clerical circles and is often used to treat mental trauma in the frail of mind or the wartorn. Through illusion magic one can better avoid confrontation or detection. They may also be able to deceive and mislead. Whichever means it is used this school of magic truly epitomizes the seen aspect of magic as a whole.


 * AS WITH ALL MAGIC IN GAME RP CONTEXT IS ABSOLUTELY ESSENTIAL! MAGIC IS NOT ALL POWERFUL AND HAS LIMITS!*

Novice Spells
Detra Leyonis: a spell to determine course of direction or to reveal a yet unseen pathway (RP to reveal a give direction)

Tenta Mantae: a spell to bolster courage in a being by temporarily negating fear in them for about a minute (RP courage given given in the face of danger)

Furis Tatalis: causes rage or fury in a being for a minute (RP sends a character into a rage for a minute)

Apprentice Spells

Pax Retala: calms tensions and temper in a being (RP calms a being down)

Silo Stenta: muffles the footsteps of a being for 1 minute (RP walks quiet)

Ralis Fenari: bolsters morale for a group of no more than 4 people for 2 minutes (RP morale boost best used before battles)

Journeyman Spells
Feralis Tenar: sends a person or group of no more than 3 into a frenzy for 2 minutes (RP makes folk act crazy or frantic for a time)

Dispatio Magicum: dispels an illusion cast (RP peer through illusion or see through falsehoods)

Percepio Voti: sense the motive of a being (Rp detect a lie)

Expert Spells
Pax Magora: calms a group of 4 (RP calms people down)

Dispatio Castorum: hides a caster of a spell from a curse or hex (RP protects a caster from a negative spell)

Visio Falkale: creates a false shadow or misted figure about 10 blocks away (RP a shadowy figure appears in the distance)

Adept Spells
Mortalis Fero: causes immense fear in a being or group of 3 for a 2 minutes (RP creates a sense of dread in the caster’s target(s) for a time)

Somnus Totalis: puts a target to sleep for a 2 minutes (Rp hypnotize a target to sleep for a time)

Craeo Mimicalis: creates a false sound in a point 10 blocks away from the caster (RP creates a noise in the distance)

Master Spells
Veila Majoris: a veiling of the caster that stops curses or hexes from reaching the caster (RP illusion anti-curse, more or less “magical invisibility” to a spell)

Caras Charum: a spell to persuade an individual (RP a charm to persuade people)

Ketco Callis: a spell to temporarily blend in with surroundings for 2 minutes (RP blends in seamlessly with background for 2 minutes)

Ritual Casting
Gran Regla Visio Falkis

This ritual casting requires 3-5 Adept or Master level illusionists to gather together under the night of a dark moon. They will together chant the spell for the rite and the intent. Offering a stack of gold blocks to the magic forces at work or deities invoked, will attempt to gain group invisibility for the night in question. All the while shadows and false sounds and images will be seen and heard in a 35 block radius. Thus creating a mass hysteria about any not involved with the ritual. The ritual participants must succeed 4 rolls with high success or else nothing happens. In the event of Critical failure the gold is taken and the spell backfires onto the casters in a Rebound for the whole of the night. In which case the shadows and noise they would have made are perceived onl to them and anyone real will not be seen or heard. This ritual casting may be attempted only once a year in game (1 time per every IRL month). Said ritual is to be conducted in the presence of a Staff Member or an Admin to ratify its attempt, success, and/or failure.