Grand Illusionist O.C.C.
Posted: Fri Sep 11, 2020 8:03 pm
---Here’s my take on the Illusionist OCC, not as a psychic, but as a proper Man(or Woman) of Magic .
(Dedicated to the memory of my late friend Kalene Baker-Kelly, who passed away last year. Thanks for being part of life’s great show.)
Grand Illusionist O.C.C.
(aka ‘Movie-Mage’, ‘Mirage-Mage’)
“Life’s but a Grand Illusion, the Universe a Great Hologram, so say the deepest-thinking cosmologists! Let’s play with the projectors and create our own shadows on the wall, shall we?”
The Grand Illusionist is a mage who specializes in manipulating the perceptions of others, hiding reality behind mystically-generated illusions. The Grand(and this was added with great flamboyance by the mages themselves) Illusionist is part camouflage expert, part virtual cinematographer, and part performance artist. Their spell abilities focus on making manifest the images of their imaginations, deceiving the senses, manipulating perception, and seeing behind that which would obscure reality. At its philosophical high end, Grand Illusionism ‘attempts to both see and enfold the shadows of reality’, while at its low end it’s a cheap way to entertain and distract others.
Because of their focus on illusions, Grand Illusionists get short shrift from others who belittle them as charlatans, fakers, and cowards who would rather run elaborate masquerades and bluffs rather than actually DO something. ‘All flash and no substance’ is a common complaint about Grand Illusionists. Indeed, many Grand Illusionists, for all their grand posturing and inflated title, make a living running intimidation games and extortion cons, conjuring up false threats to extract money from others. Others have followed the lead of the Ludicrous Mages and use their Art for pure entertainment, doing the sort of things that would otherwise require an entire special effects studio or banks of rendering computers to accomplish.
Being something of a ‘hedge’ discipline of magic, there are no formal training schools or academies for Grand Illusionist magic. Many pick it up as apprenticeships from veteran masters, often as part of traveling performance troupes.
Grand Illusionists have a love/hate relationship with Ludicrous Mages, as they both use illusion magic and deception. Many Grand Illusionists see Ludicrous Mages as competition for the same entertainment and con work they do, while others collaborate openly with the other school of magic to put on incredible displays.
Prerequisites: IQ and M.E. of 12 or greater. A high M.A. is also recommended, but not mandatory.
A vivid imagination and a eye for artistic composition and detail are expected in a Grand Illusionist.
Bonuses: +1 save versus magic at levels 3,7, and 10, +2 save versus illusions and mind control, +1 at levels 3, 6. 9, and 12, +2 save versus Horror Factor. +1 to spell strength at levels 5, 10, and 15.
O.C.C. Powers:
1. Cast Illusion Magic at HALF PPE Cost ---Spells affecting light and sound in a projective capacity are second nature to the Grand Illusionist, so they can cast them at a lower (HALF normal, round up)PPE cost.
2. Detect/See Through Illusions---Grand Illusionists are so familiar with mystic illusions, they can instantly detect them and, with a little concentration, see through them. Can sense magical;/psionic illusions/camouflage within a 30 ft radius+10 ft per level of experience, and can see through/ignore them as follows; if the illusion requires a saving throw, the Grand Illusionist gets a +2 to save versus the magic, +1 at levels 3, 6, 9, and 12. If the cloaking magic does NOT have a saving throw, the Grand Illusionist can expend an APM and attempt to see through it at 30%+5% per per level of experience+ I.Q. .
3. Permanent Base P.P.E.: 2d6x10+50+P.E. Add 10 P.P.E. per additional level of experience.
Can draw P.P.E. from other sources as well, 5 P.P.E. per hour of rest/sleep, 10 P.P.E. per hour of meditation.
4. Initial Spell Knowledge: Starts out with Farseeing(3), Blinding Flash(1), Chameleon(6), Cloak of Darkness(6), Cloud of Smoke(2), Lantern LIght(1), Globe of Daylight(2), Heavy Breathing(5), Nightvision(4), See Aura(6) and Thunderclap(4).
Can select an additional six spells from the following:
Aura of Power
Aura of Doom
Aura of Death
Apparition
Armor Bizarre
Agony
Blind
Charismatic Aura
Chromatic Protection
Concealment
Detect Concealment
Distant Voice
Eavesdrop
Eyes of the Wolf
Eyes of Thoth
Fool’s Gold
Globe of Daylight
Globe of Silence
Hallucination
Horrific Illusion
Horror
Illusion Booster
Illusion Manipulation
Illusory Forest
Illusory Terrain
Illusory Wall
Infrared Vision
Invisibility: Simple
Invisibility: Superior
Invisibility to Sensors
Light Target
Magic Pigeon
Mask of Deceit
Multiple Image
Mute
Mystic Invisibility
Reflection
Repel Animals
Second Sight
See In Magic Darkness
See The Invisible
See Wards
Sense Evil
Sense Magic
Sense Traps/Mines
Shadow Meld
Starburst
Wisps of Confusion
World Bizarre
5. Learning Additional Spells: Grand Illusionists can figure out a new spell from the previous list upon attaining each new level of experience.
Can learn other spells in the traditional way, and Grand Illusionists are always on the lookout for new Illusion/sense-manipulation spells, but non-illusion/sensory spells will cost 50% more(round up) PPE to cast.
O.C.C. Skills:
Horsemanship(+5%) or Pilot Automobile(+5%)
Math: Basic(+20%)
Language: Two of choice(+15%)
Literacy: Two of choice(+15%)
Lore: Magic(+10%)
Art(+15%)
Performance(+15%)
Ventriloquism(+15%)
Imitate Voices and Sounds(+15%)
Disguise(+15%)
Wilderness Survival(+5%)
Land Navigation(+5%)
W.P. Staff (3 Ancient if a Fantasy character)
W.P. 2 modern(None if a Fantasy character)
Hand to Hand Basic(can be upgraded to Expert at the cost of one ‘other’ skill selection)
Other Skills:
Select 6 ‘other skills at Level One, plus an additional 1 at levels 6, 9 and 12.
Communications: Any(+5%). In a high tech setting, Grand Illusionists get a +10% bonus to Photography and Optical Systems.
Domestic: Any(+10%)
Electrical: In a fantasy setting, none. In a high tech setting, limited to Basic Electronics.
Espionage: None
Mechanical: In a fantasy setting, none. In a high tech setting, limited to Basic Mechanics and Automotive
Medical: First Aid and Paramedic only
Military: Limited to Camouflage(+10%)
Physical: Any, except Acrobatics
Pilot: Any, except Robots and Spacecraft
Pilot Related: Any
Rogue: Any(+5%)
Science: Any
Technical: Any(+5%, +10% to Lore skills)
Wilderness: Any(+5%)
Weapons Proficiencies(W.P.): Any
Secondary Skills:
Can select 6 secondary skills at Level One, plus an additional +1 at levels 4, 7, and 10.
Experience Tables: Use the Mystic exp. tables.
Standard Equipment:
Robes with many concealed internal pockets, several changes of clothing, 4 smoke bombs, 4 flash-bangs, pocket mirror, food for 1d4 weeks. Staff(doubles as a tent support and screen mount). Will have a riding mount or small personal vehicle.
In a fantasy setting, standard equipment will feature 2d4 Magic Fumes(Raise Strange Shapes, Apparitions, Daze), a Firewick, and 1d6 Marbles of Transformation.
In a high tech setting, standard equipment will feature an audio recorder/player, digital camera and small video-player.
Starting Money: 1d6x100 gold if a Fantasy character, +2d4x100 gold in barterable items.
Rifts characters will have 1d4x 1,000 in credits, and another 5d6x10 credits in barterable items.
Cybernetics: None. Grand Illusionists will avoid getting cybernetics, even biosystems.
Bio-Modification: None(as yet)
(Dedicated to the memory of my late friend Kalene Baker-Kelly, who passed away last year. Thanks for being part of life’s great show.)
Grand Illusionist O.C.C.
(aka ‘Movie-Mage’, ‘Mirage-Mage’)
“Life’s but a Grand Illusion, the Universe a Great Hologram, so say the deepest-thinking cosmologists! Let’s play with the projectors and create our own shadows on the wall, shall we?”
The Grand Illusionist is a mage who specializes in manipulating the perceptions of others, hiding reality behind mystically-generated illusions. The Grand(and this was added with great flamboyance by the mages themselves) Illusionist is part camouflage expert, part virtual cinematographer, and part performance artist. Their spell abilities focus on making manifest the images of their imaginations, deceiving the senses, manipulating perception, and seeing behind that which would obscure reality. At its philosophical high end, Grand Illusionism ‘attempts to both see and enfold the shadows of reality’, while at its low end it’s a cheap way to entertain and distract others.
Because of their focus on illusions, Grand Illusionists get short shrift from others who belittle them as charlatans, fakers, and cowards who would rather run elaborate masquerades and bluffs rather than actually DO something. ‘All flash and no substance’ is a common complaint about Grand Illusionists. Indeed, many Grand Illusionists, for all their grand posturing and inflated title, make a living running intimidation games and extortion cons, conjuring up false threats to extract money from others. Others have followed the lead of the Ludicrous Mages and use their Art for pure entertainment, doing the sort of things that would otherwise require an entire special effects studio or banks of rendering computers to accomplish.
Being something of a ‘hedge’ discipline of magic, there are no formal training schools or academies for Grand Illusionist magic. Many pick it up as apprenticeships from veteran masters, often as part of traveling performance troupes.
Grand Illusionists have a love/hate relationship with Ludicrous Mages, as they both use illusion magic and deception. Many Grand Illusionists see Ludicrous Mages as competition for the same entertainment and con work they do, while others collaborate openly with the other school of magic to put on incredible displays.
Prerequisites: IQ and M.E. of 12 or greater. A high M.A. is also recommended, but not mandatory.
A vivid imagination and a eye for artistic composition and detail are expected in a Grand Illusionist.
Bonuses: +1 save versus magic at levels 3,7, and 10, +2 save versus illusions and mind control, +1 at levels 3, 6. 9, and 12, +2 save versus Horror Factor. +1 to spell strength at levels 5, 10, and 15.
O.C.C. Powers:
1. Cast Illusion Magic at HALF PPE Cost ---Spells affecting light and sound in a projective capacity are second nature to the Grand Illusionist, so they can cast them at a lower (HALF normal, round up)PPE cost.
2. Detect/See Through Illusions---Grand Illusionists are so familiar with mystic illusions, they can instantly detect them and, with a little concentration, see through them. Can sense magical;/psionic illusions/camouflage within a 30 ft radius+10 ft per level of experience, and can see through/ignore them as follows; if the illusion requires a saving throw, the Grand Illusionist gets a +2 to save versus the magic, +1 at levels 3, 6, 9, and 12. If the cloaking magic does NOT have a saving throw, the Grand Illusionist can expend an APM and attempt to see through it at 30%+5% per per level of experience+ I.Q. .
3. Permanent Base P.P.E.: 2d6x10+50+P.E. Add 10 P.P.E. per additional level of experience.
Can draw P.P.E. from other sources as well, 5 P.P.E. per hour of rest/sleep, 10 P.P.E. per hour of meditation.
4. Initial Spell Knowledge: Starts out with Farseeing(3), Blinding Flash(1), Chameleon(6), Cloak of Darkness(6), Cloud of Smoke(2), Lantern LIght(1), Globe of Daylight(2), Heavy Breathing(5), Nightvision(4), See Aura(6) and Thunderclap(4).
Can select an additional six spells from the following:
Aura of Power
Aura of Doom
Aura of Death
Apparition
Armor Bizarre
Agony
Blind
Charismatic Aura
Chromatic Protection
Concealment
Detect Concealment
Distant Voice
Eavesdrop
Eyes of the Wolf
Eyes of Thoth
Fool’s Gold
Globe of Daylight
Globe of Silence
Hallucination
Horrific Illusion
Horror
Illusion Booster
Illusion Manipulation
Illusory Forest
Illusory Terrain
Illusory Wall
Infrared Vision
Invisibility: Simple
Invisibility: Superior
Invisibility to Sensors
Light Target
Magic Pigeon
Mask of Deceit
Multiple Image
Mute
Mystic Invisibility
Reflection
Repel Animals
Second Sight
See In Magic Darkness
See The Invisible
See Wards
Sense Evil
Sense Magic
Sense Traps/Mines
Shadow Meld
Starburst
Wisps of Confusion
World Bizarre
5. Learning Additional Spells: Grand Illusionists can figure out a new spell from the previous list upon attaining each new level of experience.
Can learn other spells in the traditional way, and Grand Illusionists are always on the lookout for new Illusion/sense-manipulation spells, but non-illusion/sensory spells will cost 50% more(round up) PPE to cast.
O.C.C. Skills:
Horsemanship(+5%) or Pilot Automobile(+5%)
Math: Basic(+20%)
Language: Two of choice(+15%)
Literacy: Two of choice(+15%)
Lore: Magic(+10%)
Art(+15%)
Performance(+15%)
Ventriloquism(+15%)
Imitate Voices and Sounds(+15%)
Disguise(+15%)
Wilderness Survival(+5%)
Land Navigation(+5%)
W.P. Staff (3 Ancient if a Fantasy character)
W.P. 2 modern(None if a Fantasy character)
Hand to Hand Basic(can be upgraded to Expert at the cost of one ‘other’ skill selection)
Other Skills:
Select 6 ‘other skills at Level One, plus an additional 1 at levels 6, 9 and 12.
Communications: Any(+5%). In a high tech setting, Grand Illusionists get a +10% bonus to Photography and Optical Systems.
Domestic: Any(+10%)
Electrical: In a fantasy setting, none. In a high tech setting, limited to Basic Electronics.
Espionage: None
Mechanical: In a fantasy setting, none. In a high tech setting, limited to Basic Mechanics and Automotive
Medical: First Aid and Paramedic only
Military: Limited to Camouflage(+10%)
Physical: Any, except Acrobatics
Pilot: Any, except Robots and Spacecraft
Pilot Related: Any
Rogue: Any(+5%)
Science: Any
Technical: Any(+5%, +10% to Lore skills)
Wilderness: Any(+5%)
Weapons Proficiencies(W.P.): Any
Secondary Skills:
Can select 6 secondary skills at Level One, plus an additional +1 at levels 4, 7, and 10.
Experience Tables: Use the Mystic exp. tables.
Standard Equipment:
Robes with many concealed internal pockets, several changes of clothing, 4 smoke bombs, 4 flash-bangs, pocket mirror, food for 1d4 weeks. Staff(doubles as a tent support and screen mount). Will have a riding mount or small personal vehicle.
In a fantasy setting, standard equipment will feature 2d4 Magic Fumes(Raise Strange Shapes, Apparitions, Daze), a Firewick, and 1d6 Marbles of Transformation.
In a high tech setting, standard equipment will feature an audio recorder/player, digital camera and small video-player.
Starting Money: 1d6x100 gold if a Fantasy character, +2d4x100 gold in barterable items.
Rifts characters will have 1d4x 1,000 in credits, and another 5d6x10 credits in barterable items.
Cybernetics: None. Grand Illusionists will avoid getting cybernetics, even biosystems.
Bio-Modification: None(as yet)