SENSORY ILLUSION — THE ART OF PERCEPTION
Introduction
The Void is generally regarded across nearly all disciplines of magic as an endless, invisible plane of arcane potentiality, one that can be manipulated and evoked at will for any particular use. A little known fact regarding the void is its ability to act as a facilitator - a binding force, a web - for the thoughts and emotions of those possessing independent thought, a consciousness.
Sensory illusion is the practice of interacting with this complex hidden web in the void, manipulating it to the illusionist’s benefits. Many may brand this the art of deception, though, on the contrary, it is the art of perception, one that is not limited to the stigma of underhanded usages, but has uses that extend far beyond this, such as lighthearted entertainment or innocent self-defense.
Magic Explanation
Being the art of perception, sensory illusion enables practitioners to utilise the void as a mediary for the suggestion of one’s subconsciously conceived senses onto a target, allowing users to instill sensory falsehoods in the mind of another individual, such as illusory sights (bright flashes of light, figmental objects, etc.) and seemingly hallucinatory sounds (scraping metal, ghostly whispers, etc.). Regardless of the apparent realism of illusions procured by this art, it must be borne in mind that illusions are what they are, illusions, and despite their seemingly tangible capabilities, they DO NOT have any effect on the material world (for ex. casting an illusion of conjuring flames, but these flames will not actually have an effect on the material it interacts with; a sensation of heat can be replicated, but there will not actually be burns)
A common misconception many hold regarding sensory illusion is that it enables one to directly control the mind of the target - this is false, as illusion only allows one to influence the mind of another to varying degrees, depending on one’s mastery of the practice and the nature of the individual, as well as the illusion being instilled (for example, one may find it much more difficult to produce the sensation of fear in an orc).
To convey a particular sense onto another individual requires an illusionist to have experienced said sense themselves, for it is only with the mind’s familiarity to this sense that it will be able to actually fathom comprehending, replicating and transferring it across the void to the mind of another. When a sense is contrived within the mind of an illusionist, with considerable concentration and a connection to the void, they can transmit it across the void to the mind of another. Though instilling a sense to one individual only requires an illusionist to “push” it into the target’s mind, if an illusionist wishes to impose it upon many simultaneously, intermittently or in whatever order they wish, they must weave a web which links the consciousnesses of their targets for their use, a feat that requires even adepts (T3/T4) considerable effort to execute, and considerably more effort to maintain and manipulate. As the conjuration of an illusion requires one to only picture it within one’s imagination then transmit it to another individual, the illusionist is not actually able to perceive the illusion themselves, hence why it is imperative they have a complete understanding of all the senses of what is contrived; only then will they be able to effectively ascertain the correctness of their conjured illusion.
When casting an illusion, the illusionist must ensure the illusion is one that is believable, otherwise the mind of the target will reject the feeling that is being illusioned due to a lack of an environmental stimulus for this, breaking the illusion. It must be borne in mind that any illusion is only as strong as it is believable, and any lapse in the logic of an illusion will result in the target’s mind ceasing to accept the illusion.
In the case of a light-hearted scenario, where an illusionist is contriving an illusion for recreational purposes in which their targets are open to the idea of an illusion, the eased mental belligerence towards manifestation allows for one to convey senses with much ease while only expending much less mana than an illusion would normally incur. Those that are affected by this blatant illusion can either choose to accept the prospect, or reject it outright if their instinct commands them to do so (for example, if an illusion of a spider is broadcasted across a certain individual, and the individual has arachnophobia while being aware that the spider is an illusion, their consciousness will reject the illusion, however with a lingering awareness of the illusion’s existence.)
Learning Illusion
As other arcane magics do, Arcane Illusion requires many years of study and constant practice at the cost of a mage’s physical and mental health. While a practicant of Illusion can reach aptitude within sixteen (16) years, more often than not, a mage will require at least two (2) entire decades in order to practice with ease. Arcane Illusion requires that the mage not only recognize and understand the fundamentals of the identifiable physical realm, but also that one procures to fathom the mind— garnering the evermore present ability to understand the rational and irrational mechanisms that lead an individual’s abilities of perception.
Cultivating this ability requires the aspirant illusionist extensive periods of self-reflection and meditation, so as to improve their understanding of the intrinsic nature of the void, and the very same time augmenting their ability to transcend one’s mental state into that of tranquil blankness or tactly alternating compartments, at times when a division of attention is necessary.
An initiate’s journey in learning the art of illusion begins with the acquisition of a cognizance of glamours and figments throughout the first month of study, followed by refinement of these techniques in the next month, all under the tutelage of an experienced teacher as is customary. Throughout this process, the illusionist must also procure a comprehensive understanding of the senses, with every sense (sight, hearing, smell, touch, taste) requiring two Elven weeks of study, in tandem to the student’s continuous practise of their abilities, for an illusionist to effectively replicate. In conjunction to this, throughout the learning process, the student must also experiment themselves with sensations and experiences if need be, for the illusionist requires a personal experience of the sense they wish to contrive in the mind of another, be it a stabbing sensation, or a scorching pain.
The responsibility of an effective instructor in sensory illusion is to ensure the student grasps a profound understanding of the material world, as well as a profound understanding of the void, in order to fully comprehend, and thus successfully conjure, that which they wish to cast as an illusion. Posing a similar importance, the honing of a student’s mental capacities is also paramount to the practise of sensory illusion, for it is this mental ability that determines one’s focus, which in turn determines the efficacy of a casted illusion. The student must also comprehend the importance of logic and rationality in a conjured illusion, for they are what give strength and sustainability to its being; neglecting this will result in many mishaps in sense, and ultimately many broken illusions.
OOC Explanation
- Arcane Illusion is a one (1) magic-slot Voidal Magic.
- A Voidal connection is required to practice Arcane Illusion.
- Arcane Illusion can be used IRP, once players have an accepted [MA].
- Arcane Illusion can be taught by players who possess an accepted [TA].
Properties of Arcane Illusion
Arcane Illusion has differing properties to its voidal counterparts, being that whatever one draws forth from the Voidal Abyss holds no physical characteristics and therefore cannot affect the material realm in such a phenomenon— one cannot any commit physical harm in this regard, rather procuring the mind on a subconscious level.
Alongside the stated properties, Arcane Illusion requires far less mana to act unto the mind of another descendant BUT is contrasted with higher demand of concentration from the user, in regards to their connection to the Void. Most Arcane Illusion spells are able to be cast for longer periods of time than other evocations, though require the mage to hold unhindered focus— working alongside their connection to the Void, whilst keeping in mind their own consciousness.
As a result of this, flaws are inevitable to a mage that has just embarked upon the study of Arcane Illusion and significant lapses in concentration hold an immediate risk of disrupting their Voidal connection. This can happen if their attention is severely divided or an intense environmental stimulus (a singeing heat, a severe pain, a loud noise, etc.) compels them to lose focus, though tolerance to such stimuli increases with experience, as one may expect. If a flaw is correctly identified by a target and is capitalised upon, the illusion conjured will most certainly break as a result of the target’s mind rejecting the reality that the illusionist has procured through the use of sensory illusion. Illogical illusions will naturally only accelerate this process.
Spells and Abilities
CASTING MECHANICS
Single-target
Easiest form of casting, involves the insertion of an illusion into the mind of one person, the success, perception and effectiveness of which is dependent on the individual. Can be utilised by any means the illusionist sees fit.
General casting format is as follows:
Connection to the void (1 emote)
Imagination of the illusion in the caster’s mind (x emotes to ‘focus’, number of emotes depends on the illusion, or 1 emote for non-visual senses, an additional emote is required to magnify its strength)
Formation of the illusion (Done in /tell)
Multi-target
Varying effectiveness, generally very difficult for those below T3, involves the weaving of a mental web in the void, from which an illusionist can transmit their desired illusion to select targets. Can be utilised for combat purposes, to a limited extent, though the maximum people allowed for multicasting will be halved due to the amount of focus required to convey senses of malevolent intent. (refer to tier progression)
General casting format is as follows:
Connection to the void
Weaving of the mental web in the void (Number of emotes varies depending on number of people and the illusion being formed, or 1 emote for non-visual senses, an additional emote is required to magnify its strength)
Formation of the illusion (Done in /tell to those affected by the illusion)
Broadcast
A more difficult form of casting as one is actively trying to compel an illusion into nearby targets through the weaving of a dynamic mental web across a certain area, from which an illusions are transmitted to these select targets. Do bear in mind that this can only be used for non-combat purposes, and the illusions cannot be broadcasted to those blocked by walls higher than 3m.
General casting format is as follows:
Connection to the void
Charging to prepare transmission of the imagined illusion (x emotes to ‘focus’, number of emotes depends on the illusion)
Formation of the illusion (Done in #q, #rp or #s as appropriate, with the range being described in the emote)
Emote Count Guidelines
These are charge emotes that one must add after connection, before the illusion is casted.
Glamours:
Modifying sensory information of an object -> +1 emote per three senses
Magnifying existing sensory information -> +1 emotes
Figments
Adding more senses to a figment -> +1 emote (defaults with 3 known senses.)
Magnifying a sense exhibited by a figment (making a noise ‘blaring’, making a smell ‘pungent’, making a surface ‘searing’) -> +1 emote
Casting
Web weaving (Charge emotes for casting illusions on multiple people)
T1
N/A
T2
2 people → 2 emotes
T3
2 people → 1 emote
3/4 people → 2 emotes
T4
2-3 people → 1 emote
4-5 people → 2 emotes
6 people → 3 emotes
T5
2-4 people -> 1 emote
5-8 people -> 2 emotes
9-10 people -> 3 emotes
Scaling (Visual figments only, doesn’t apply to glamours)
T1
Handheld object → +1 charge emote
1x1x1 m3 object → +2 charge emotes
T2
2x2x2 m3 object → +1 charge emote
4x4x4 m3 object → +2 charge emote
T3
4x4x4 m3 object → +1 charge emote
8x8x8 m3 object → +2 charge emote
T4
5x5x5 m3 object → +1 charge emote
9x9x9 m3 object → +2 charge emote
15x15x15 m3 object → +3 charge emote
T5
6x6x6 m3 object → +1 charge emote
10x10x10 m3 object → +2 charge emote
15x15x15 m3 object → +3 charge emote
20x20x20 m3 object → +4 charge emote
Spells
Glamours: Sensory alterations that are considered the “easiest” form of illusion to cast, for they do not create entire illusory objects but instead only alter the sensory properties of an existing object in the mind of the target. As a result of this, they generally require the least mana and minimal focus to the average illusionist, in comparison to the other denominations of illusion.
Figments: The second spell in the light illusion subtype, figments are illusory objects or senses artificially contrived from nothing, exclusively in the mind of targets through an illusionist’s connection to the void. Contriving an entire illusory sense in the mind of a target is no easy feat, hence why figments demand more focus than glamours, and require extensive practise to maintain over extended periods of time.
Enchantments
Illusory Enchantments are notably difficult, often by request of the massive amount of mana necessary or required to acquire. Enchantments of Illusion follow the guide as mentioned below.
Manipulating 1 sense only (E.x. sight, or sound) - A potent enchantment, highly volatile and susceptible. It would flicker and break, and such must be roleplayed accordingly. At maximum, these enchantments would last from twenty narrative minutes, to one narrative hour depending on the scale, with a 24h recharge inbetween uses. Were one to be engaged or have these senses investigated (E.x. cutting of recoloured hair, breaking of the skin in wound, etc.) the illusion would be broken. Were one to utilize a Grand Enchantment rather than a potent one, the enchantment would still suffer from flickering and breaking, but would last from thirty narrative minutes to two narrative hours depending upon scale.
An example of a small-scale simple illusion would be the changing of one's eyecolour, or painting one's fingernails. An example of a large-scale simple illusion would be a different colour of skin and hair. Smaller enchantments last significantly longer than larger ones.
Manipulating 2-3 senses (E.x. sight, sound, and touch, or touch, hearing, and sight) - A grand enchantment, highly volatile and susceptible. It would flicker and break, and such must be roleplayed accordingly. At maximum, these enchantments would last from ten narrative minutes, to thirty narrative minutes depending on the scale, with a 24h recharge inbetween uses. Were one to be engaged or have these senses investigated (E.x. cutting of recoloured hair, breaking of the skin in wound, etc.) the illusion would be broken.
An example of a small-scale complex illusion would be the changing the visual appearance of one's clothing, the feel of the clothing, and perhaps how it sounded. An example of a large-scale simple illusion would be a different persona entirely, different appearance, different voice, and perhaps an artificial scent or feel. Smaller enchantments last significantly longer than larger ones.
Tier Progression
T1 (Novice) - Only having begun their studies in sensory illusion, the initiate is only able to glamour an illusion for one elected sense, being unfamiliar with figments, their capabilities in mental compartmentalization limited and focus restrained. This lasts for 3 weeks with consecutive lessons.
T2 (Apprentice) - The illusionist has the ability to glamour an illusion for two elected senses, beginning to develop experience in casting figments, only being able to sustain small objects with some difficulty. This stage lasts from week 3 - week 4 with consecutive lessons.
T3 (Journeyman) - The illusionist is practised in glamours and figments, with moderate competence in four elected senses, being able to sustain small objects relatively easily.
This stage lasts from week 4 - week 8 with consecutive lessons
T4 (Expert) - The illusionist is adept in light illusions of all senses, with the ability to easily hold small illusions for extended periods of time, though large scale or intricate illusions, such as disguises are still very weak, prone to being broken easily (this improves with more practice), lasts from week 8 - week 10 with consecutive lessons and until week 16
T5 (Master) - The illusionist has essentially mastered light illusions, being able to maintain large figments and glamours with ease for extended periods of time. After years (16 ooc weeks) of experience, the illusionist has attained a proficient grasp of the nature of all the senses, possessing a refined state of mind for the proper conjuration of illusions.
THE HOLY GRAIL OF GENERAL RED LINES/GUIDELINES:
The difficulty of maintaining an illusion is dependent on the factors below - fatigue MUST be roleplayed accordingly:
Tells for illusion magic being used must be emoted appropriately.
Examples of tells would be:
The aura of the mage visible
Nosebleeding
Twitching
And so on so forth.
With intensity increasing with the difficulty of maintaining the illusion, of course.
Illusions casted must be believable, and logically valid, otherwise it will be broken as the mind of the target begins to question its sense, inevitably rejecting the illusion as a whole
The target must be in the illusionist’s line of sight for single-casting.
Illusions that involve the magnification or manipulation of light (such as zooming in) will not actually reveal any finer details of the environment.
Complete invisibility is impossible.
ILLUSIONS DO NOT AND CANNOT AFFECT THE PHYSICAL WORLD IN ANY WAY WHATSOEVER
NOR CAN IT BE USED FOR MIND CONTROL
ACCESSING THE MEMORIES OF OTHERS IS OUT OF THE QUESTION AS WELL
YOU CANNOT DISGUISE YOURSELF AS ANOTHER PLAYER'S CHARACTER WITHOUT THEIR OOC CONSENT
No unbreakable illusions, one must always give the target some leeway to discover the illusion
THE ILLUSIONIST CANNOT SEE THE ILLUSION THEY HAVE MADE, ONLY THE TARGET CAN
Hence why it is important for an illusionist to have a comprehensive understanding of the nature of an object/sense that is conjured
Recreational illusions made aware by the illusionist to targets require much less focus and mana compared to normal illusions, however can be very easily rejected by targets at their own discretion as they will be aware to an extent of the imaginary nature of the illusion
RP Examples
Courtesy of @HotArcanismBeam
A tier 3 illusionist casting a figment
A tier 2 illusionist casting a glamour
A tier 4 illusionist broadcasting a figment
A tier 5 illusionist multicasting a figment and glamour on seven people
Courtesy of myself.
A tier 2 illusionist casting a figment
A tier 5 illusionist casting mind control
- more to be added -
CHANGELOG
15th of April – Incorporated and clarified aspects of the “hypnotist’s boon” in “magic explanation” and “red lines.” Balance changes made.
20th of April – Revision of multicasting and broadcasting. QOL changes and further balance changes made.
8th of June – Made appropriate edits in response to LT feedback. (Changed wording of “global” in broadcasting to 35m radius, removed unnecessary redline)
25th of June – Removed phantasms.
21st of July – Increased emote counts and added clarifications for figment sizes
Author’s Note
Illusion magic has long been a pivotal part of magic roleplay on LotC, at least to my knowledge in the High Elf community, even having been a common magic prior to loregames when old magic lore was still in place. Already being enthusiastic about magic systems myself, I took it upon myself to perhaps give our current player base the opportunity to relieve the unique rp opportunities that illusion magic brings to the table, a breath of fresh air from the many evocations that one usually finds. With this, I am very well aware of how illusion magic can be very easily powergamed which is why in this rewrite I made sure all the boundaries, red lines and guidelines to properly roleplaying illusion magic were clearly expressed. The main reason why I stuck with the traditional three spells of illusion magic was because of how it could provide players a true sense of freedom in illusion rp while also making sure that the limits of each tier are expressed with clarity. In a way, what I aim to achieve with this rewrite is a compromise between the limits to magic the LT upholds at the present, while maintaining the flavour and fun of illusion magic from the past by adapting old lore into something acceptable to today’s standards.
I do hope this is adequate.
Credits and References
@HotArcanismBeam - For his indispensable guidance, constructive feedback, and being a good lad in general ?
@ImCookiie - Helping me find the motivation to start this rewrite and even writing some of the sections himself!
@Demotheus – For inspiring me to work on an illusion rewrite in the first place as well as creative consultation in the beginning.
@Supremacy – Balancing and advice.
And to all those that assisted in writing roleplay examples and giving feedback on the rewrite.
Supremacy’s Original Illusion Guide:
https://www.lordofthecraft.net/forums/topic/88059-illusion-guide/
Illusion Section of Elindor’s Comprehensive Guide on Voidal Magics:
https://www.lordofthecraft.net/forums/topic/106598-comprehensive-guide-to-canon-magic-void/
Moot’s Guide on Understanding Light Illusions:
https://www.lordofthecraft.net/forums/topic/100910-a-guide-to-understanding-light-illusions/