Table of Contents
Veiling
Veiling is not the quaint, stage-magic art of “illusion” or parlor-trick deception; it is the aggressive, tactical act of pulling a sensory shroud over the raw, jagged architecture of reality to force a specific perception onto the world. A Veiler acts as a “reality-editor,” identifying the baseline frequency of the environment and overlaying a fabricated layer of sensory data so tightly that the mind of the observer is forced to accept the lie as truth. It requires cold, clinical precision; the practitioner must not only craft the image but physically anchor it to the local laws of physics, ensuring the “fabric” of the illusion doesn't tear under scrutiny.
Resolution
Success:
The Veiler successfully weaves the shroud. The illusion is seamless and absolute. The target or audience perceives exactly what the Veiler intended, and the “seams” of the magic are imperceptible to even the most paranoid observer. The Veiler maintains total composure, and the veil remains stable without further input.
Under the Threshold:
The roll lands between 1 and the Threshold. The veil is achieved, but the execution is “porous.” The illusion is technically functional, but it flickers at the edges or carries a strange, uncanny dissonance that makes those nearby uneasy. The Veiler may immediately spend WP to reduce the Threshold further to “reinforce” the Veil. If they don't, the illusion is imperfect enough to allow onlookers to see through it.
Botch:
A natural 20 represents a catastrophic failure of the Veiler's command over the local sensory spectrum. The veil does not simply fail; it inverts. Instead of masking reality, the caster accidentally amplifies the “raw truth” of the environment, forcing it into the minds of everyone nearby with overwhelming, violent intensity. This is known as a “Reality Snap.” The witnesses suffer immediate psychic trauma (Willpower loss) or sensory overload as the environment briefly becomes “too real”—the ambient noise, the smell of decay, or the visual chaos of the ruins are forced into their perception at a 100x intensity. Furthermore, the Veiler suffers a direct backlash, as the static of the Weave treats their mind as a point of entry, causing temporary blindness, deafness, or a permanent “hollowed” feeling that increases the cost of their future magical endeavors.
Veiling Effects
| Casting Threshold | Effect | |
| 1 | Audio Illusion | |
| 1 | Thermal Illusion, gives off the feeling of warmth | |
| 2 | Olfactory Illusion | |
| 3 | One small object or creature no larger than 1 meter cubed | |
| 6 | One item or creature no larger than 2 meters cubed | |
| 10 | One item or creature up to 4 meters cubed | |
| 1 | False Magical Aura | |
| 3 | Scripted Illusion | |
| 10 | Invisibility (Standard) | |
| 20 | Invisibility (Improved) | |
Seeing Through Illusions
A character who has a viable reason to disbelieve an illusion - for example, the subject is foreign to the area - may make a roll against RES with a Threshold equal to the spell's Casting Threshold to ignore the illusion's effects.
Invisibility
Invisibility is a unique kind of illusion. Instead of showing the target something and expecting them to believe it, Invisibility spells attempt to mask a target from detection. There are two distinct kinds of invisibility: standard and improved.
- Standard Invisibility simply attempts to mask the target from the senses. As long as they don't do anything to draw direct attention, the invisibility works. Attacking, casting spells, or otherwise directly interacting with a foe dispels this form of invisibility.
- Improved Invisibility is much more taxing to maintain than standard invisibility. However, the target of this degree of invisibility can directly interact with others without dispelling the effect.