T
Minor Illusion (Trained) (1 Intellect point)
You create a single image of a creature or object within immediate range. The image must fit within a 10-foot (3-meter) cube. The image can move (for example, you could make the illusion of a person walk or attack), but it can’t leave the area defined by the cube. The illusion includes sound but not smell. It lasts for ten minutes, but if you want to change the original illusion significantly—such as making a creature appear to be wounded—you must concentrate on it again (though doing so doesn’t cost additional Intellect points). If you move beyond immediate range of the cube, the illusion vanishes. Action to create; action to modify.
(Corebook p57)
T
Major Illusion (3 Intellect points)
You create a complex scene of images within immediate range. The entire scene must fit within a 100-foot (30-meter) cube. The images can move, but they can’t leave the area defined by the cube. The illusion includes sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond immediate range of the cube, the illusion vanishes. Action to create.
(Corebook p57)
T
Disguise (Specialized) (2+ Intellect points)
You appear to be someone or something else, roughly of your size and shape, for up to one hour. Once created, the disguise requires no concentration. For each additional Intellect point you spend, you can disguise one other creature. All disguised creatures must stay within sight of you or lose their disguise. Action to create.
(Corebook p57)
T
Crowd Control (3 Intellect points)
If you succeed at an Intellect-based deception task, you capture and hold the attention of everyone within 90 feet (27 m) for up to ten minutes. The GM sets the difficulty based on the audience’s disposition. Action to initiate. (Character Options)
T
Mind reading (4 Intellect points)
You can read the surface thoughts of a creature within short range of you, even if the subject doesn’t want you to. You must be able to see the target. Once you have established contact, you can read the target’s thoughts for up to one minute. If you or the target move out of range, the connection is broken. Action to initiate. (Corebook 30)
T
Illusory Selves (5 Intellect points)
You create four holographic duplicates of yourself within short range. The duplicates last for one minute. You mentally direct their actions, and the duplicates aren’t mirror images—each one can do different things. If struck violently, they either disappear permanently or freeze motionless (your choice). Action to create. (Corebook 58)
T
Implant Suggestion (5 Intellect points)
You implant a suggestion in the mind of a creature within immediate range. Describe a course of activity to the creature and the conditions under which the creature will perform it. The course of activity must be within the creature’s capabilities, and the conditions under which it would perform the activity must be something that directly affects the creature or occurs in its immediate environment. Then make an Intellect attack against that creature. If you succeed, you implant the suggestion, and if the conditions occur within the next 28 hours, the creature does as you suggest. If you attempt to implant a suggestion that would jeopardize the creature’s life, livelihood, loved ones, or property, the difficulty of the task is increased by two steps. Action. (options 16)