Illusion (The Elder Scrolls Supplement)

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Description[edit]

Illusion magic is the ability to influence the minds of others in various ways. It is very powerful in social situations, stealth missions as well as to control the minds of enemies in battle. It is a passive skill.

Perks[edit]

Beginner Efficiency(Illusion)[edit]

Prerequisites Illusion lv 20: Illusion Novice and Apprentice level spells cost half as much magicka to cast.

Dream Thief[edit]

Prerequisites Illusion lv 30: When you encounter a sleeping humanoid, you can choose to steal their dreams to boost your illusion skills. Have the humanoid roll a wisdom save, if they fail for the next 1d4 hours your illusion spells cost 3 magicka points less and have a +2 larger spell DC if the spell requires a saving throw. (Effects do not stack)

Magical Retention[edit]

Prerequisires Illusion lv 40: If a creature passes a wisdom save from one of your spells, roll a d2. If you get a 2, you get half of the magicka used to cast the spell back.

Shadowy Magic[edit]

Prerequisires Illusion lv 40: When you are effected by an illusion spell, you gain a +2 bonus to your stealth rolls.

Forced Will[edit]

Prerequisites Illusion lv 45:When using a spell or ability that requires the target to make a wisdom saving throw, the target will have disadvantage if their wisdom score is lower than yours.

Intense calm[edit]

Prerequisites Illusion lv 45: When a creature is effected by a spell with the calming effect, their senses will begin to weaken, causing their wisdom score to be decreased by 4 while the spell is active.

Greater Fear[edit]

Prerequisites Illusion lv 50: When a hunanoid is effected by a spell with the fear effect, you can have them roll a wisdom save equal to half your spell save DC. If they fail, they will now be prone and cowering until the spell ends.

Blinding Rage[edit]

Prerequisites Illusion lv 50: When a creature is effected by a spell with the frenzy effect, their rage will cloud their thoughts, causing their intelligence and wisdom scores to decreased by 2, but increasing their strength score by 2 while the spell is active.

Mental Fortitude[edit]

Prerequisites Illusion lv 50: Choose a spell type between calming spells, frenzy spells and fear spells. You are now immune to those kind of spells.

Quiet Casting[edit]

Rank 1[edit]

Prerequisites Illusion lv 50: All creatures of your choice within a 60 foot radius of you can not hear any verbal components you use while casting. (You still need verbal components to cast, but people around you won't hear them).

Rank 2[edit]

Prerequisites Illusion lv 70 and Quiet Casting Rank 1: The quiet casting ability will also effect the spell casting of (your intelligence modifier) amount of allies within 60 feet of you.

Animal Mind Enhancement[edit]

Prerequisites Illusion lv 55: When you touch a willing animal, you can choose to awaken it for the next 24 hours. In return you wisdom and intelligence will be reduced by 2 during that time period. You can only use this ability once per day.

Skilled Efficiency(Illusion)[edit]

Prerequisties Illusion lv 60 and Beginner Efficiency(Illusion): Illusion Adept and Expert spells cost half as much magicka to cast

Mind Warp[edit]

Rank 1[edit]

Prerequisites Illusion lv 65: If you are within 100 feet of two humanoids you have touched within the last hour, you can decrease their intelligence by 2 to increase you intelligence by 2. The effects last until one of the humanoids move farther than 100 feet from you, you are incapacitated, or if an hour passes from the time the ability is used. You can only use this once every 2d6 hours.

Rank 2[edit]

Prerequisites Illusion lv 90 and Mind Warp Rank 1: You can now choose 2 more humanoids that you have touched within the last hour to be effected by Mind Warp, decreasing their intelligence by 2 to increase your intelligence by another 2 points. You can now only use this every 3d6 hours.

Rank 3[edit]

Prerequisites Illusion lv 100 and Mind Warp Rank 2: The amount of intelligence lost by humanoids is now only 1 point and you also gain advantage with intelligence saving throws while Mind Warp is active.

Dream Manipulation[edit]

Prerequisites Illusion lv 70 and Dream Thief: When you encounter a sleeping humanoid, you can choose to project yourself into their dreams, causing them to fear or like you more. Have the humanoid roll a wisdom save, if they fail, you can choose to increase or decrease their disposition towards you.

Aura of Charisma[edit]

Prerequisites Illusion lv 70: You can surround yourself with an illusion aura which makes you look more strong and trustworthy. While active, you gain proficiency in deception, persuasion and intimidation If you were already proficient with one or more of the skills you will get double proficiency with it while the aura is active instead. The aura lasts 15 minutes and after you use the aura, you won't be able to use it again for 2d8 days.

Crowd Control[edit]

Prerequisites Illusion lv 75: When casting a illusion spell that effects multiple targets, spell effects last 1d4 rounds longer for every creature effected.

Master Calmer[edit]

Prerequisites Illusion lv 80 and Intense Calm: Choose a type of creature. If you calm accross a creature of that type that is immune to the charmed condition, your spells will bypass that immunity.

Universal fear[edit]

Prerequisites Illusion lv 80 and Greater fear: Choose a 3 types of creatures. If you cast a illusion spell with the fear effect on a creature of one of these types, that is immune to the frightened condition, they will still be effected by the spell but would make the spell save with advantage.

Master Mind Manipulator[edit]

Prerequisites Illusion lv 100 and Skilled Efficiency(Illusion): Master Illusion spells now cost half as much magicka and have half casting time if the spell isn't instantaneous.

Brain dead[edit]

Prerequisites Illusion lv 100 and Mind Warp Rank 1: Touch a target. The target will make a wisdom save equal to your spell save modifier. If it fails, it's wisdom and intelligence score will become 1 for 1d6 rounds in combat or 1d6 minutes outside of combat. This ability can only be used once between a long rest.

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