Rank 1: Initiate
Life of the Party (instant) [1 MP Upstart Heart] – You create several minor illusions that increase your overall preventability. As such, you gain the aspect Life of the Party with one free invoke. You may spend fate points to increase those invokes as normal.
Silver Tongue (instant) [Effortless] Check: vs. Will – Make an overcome action against the target’s will. If successful, place an aspect representing that they are gullible, distracted or easily confused. This aspect gets a free invoke. If you succeed with style, the aspect has two free invokes. The same character cannot be targeted by this spell more than once per scene.
Illuminate (instant or Concentrate) [1 MP or Effortless] – You may choose to either create an instant flash of blinding light or a simple, hand-held light. Make an overcome action against the target’s Notice -2. If successful, place the Blinded aspect with a free invoke. This aspect has two free invokes if you succeed with style. Alternatively, you may create the hand-held light effortlessly. This light cannot resist supernatural darkness unless you spend 1 MP.
Simple Illusion (instant or Concentrate) [Effortless] Check: vs Notice – You create a purely visual image that can be seen by anyone in the area that it occupies. It can be as complicated as you like but cannot take up more space than one zone and any animations are jerky or disjointed. Any sapient creature resists the illusion with a Notice check at +1. This illusion is automatically dispelled by touch.
Cloak of Shadows (instant) [1 MP] – You gain a +2 to any attempt to create an advantage relating to hiding in the shadows as long as there is adequate shade and you don’t move.
Cutting Words (Instant) [2 MP] – You gain the aspect Voice of Power for the rest of the scene. For the rest of the scene, any Provoke attack is give weapon: +1.
Rank 2: Apprentice
Disguise (instant) [1 MP] – You gain a +2 to any attempt to create an advantage relating to disguising a person or thing.
Invisibility (Concentrate) [2 MP] – You or your willing ally gain the aspect Invisible. This does nothing for any sounds that you may make.
Complex Illusion (Concentrate) [1 MP] Check: vs Notice – Similar to Simple Illusion but affects hearing as well as sight. This illusion isn’t dispelled by touch but any physical contact will typically allow the viewer to realize that it’s an illusion. Any sapient creature resists the illusion with a Notice check at +2.
Grace (Instant) [1 MP] – You gain the aspect Supernal Grace for the rest of the scene. This comes with 1 free invoke. How this Supernal Grace is exhibited is up to the caster.
Passion (Concentrate) [2 MP] Check: vs. Will – Make an overcome action against all the targets in a zone’s will. If successful, choose to either inflame or dampen the emotions present. Negotiate with the GM to decide what emotions are present and to what extent the effect may be. The zone gains an aspect to represent inflammation or dulling of emotion. This aspect gets a free invoke. If you succeed with style against 2 or more targets, the aspect has two free invokes. Any target that succeeds in defending against the spell will realize that they are being affected by a spell. Any target that leaves the zone will be freed of the spell and gradually regain control of their emotions.
Rank 3: Disciple
Impersonate (Concentrate) [1 MP & Something close to the target] Check: Deceive +2 vs Empathy – You create a disguise that makes your self (or that of a willing ally) look and sound exactly like your target in almost every way. If someone interacts with the impersonator who is very familiar with the target or someone who has reason to believe that the target is being impersonated, they may attempt to resist. This is when the check must be done.
Perfect Illusion (Concentrate) [2 MP] Check: vs. Notice – Similar to complex Illusion but affects all the senses except touch. This illusion isn’t dispelled by touch but any physical contact will typically allow the viewer to realize that it’s an illusion. Any sapient creature resists the illusion with a Notice check at +3.
Phantasm (Concentrate) [3 MP] Check: Cogito vs. Notice or Will – Similar to perfect Illusion but can block movement and even cause stress. The first time the phantasm strikes or physically blocks a target, roll your Cogito vs their Notice or Will whichever is lower. If the caster wins, the phantasm is free to cause stress, grapple, or block as if it were real. Use the caster’s Cogito for any skill rolls. Upon receiving stress, the caster may use their own Mana Pool or the spell is broken.
Immobilizing Gaze (Concentrate) [1 MP] Check: vs. Will – Your target is entranced in your gaze. As long as you are looking into their eyes, they cannot look away without succeeding a Will check. This is similar to the grappling rules except that the Caster is free to perform any action that they want except cast other spells or break the gaze. If the caster takes stress, the spell is broken.
Induced Forgetfulness (Instant) [2 MP] Check: vs. Will – Make an overcome action against the target’s Will. If successful, the target will forget everything that happened in the past hour. Every shift of success grants another hour of induced forgetfulness. The target will simply not recall what happened and will often chalk up minor discrepancies to their mixed up memory or coincidence. However, should the target be suspicious enough to Investigate the missing time, they will be able to discover that something was done to them (Your Cogito vs. Target’s Investigate). Knowing what was done will not grant the missing memories but, the target may attempt to piece them together.
Rank 4: Adept
Programmed Illusion (1 day) [2 MP] Check: vs. Notice – Similar to Perfect Illusion but affects all the senses except touch. The illusion can be “programmed” to move speak and even react in predetermined ways with no further effort on the caster’s part. This illusion isn’t dispelled by touch but any physical contact will typically allow the viewer to realize that it’s an illusion. Any sapient creature resists the illusion with a Notice check at +3.
Rank 5: Master
Paradigm Shift [1 day for each shift of success] Check: vs. Will – Make an overcome action against the target’s will. If successful, replace an aspect other than the target’s core or trouble with a more amicable, beautiful, or helpful version. This aspect gets a free invoke. If you succeed with style, the aspect has two free invokes. The same character cannot be targeted by this spell more than once ever.