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- Flash
- Prerequisites: Illusionist
- At-Will – Drains 5 of user’s HP per use.
- Target: Pokemon or Trainers.
- Effect: Use the Move Flash.
- Mirage
- At-Will - Drains 20 of user’s HP per use
- Effect: You create a visual illusion. You must remain within 10 meters of the Mirage and concentrate to maintain and control the illusion. No one dimension of the illusion may exceed X meters, and the illusion persists for Y minutes. At the end of this time, you may continue to maintain the illusion by paying Mirage’s activation cost again. X is your CON modifier halved. Y is your CON modifier. You may only have one Mirage active at any given time.
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- Conjure Phantasm
- Prerequisites: Illusionist
- Daily – Every 10 levels gained, you may perform this Feature another time per day.
- Target: A one-meter square within 6 meters.
- Effect: The first foe to enter the target square, or pass by an adjacent square, must roll 1d20 and add their Intelligence Modifier or Capability. If the result does not exceed 15, the foe is confused.
- Double Team
- Prerequisites: Illusionist
- At-Will – Drains 20 of user’s HP per use.
- Target: Self
- Effect: Use the Move Double Team. You may not have more then three copies of yourself at any time. The copies fade after 10 minutes.
- Fascinate
- Prerequisites: Illusionist
- At-Will - Drains 5 of user’s HP per use.
- Target: Pokemon or Trainers
- Effect: Use the Move Attract on the target, ignoring gender. Attracts effect only lasts 1d4+1 rounds.
- Mirror Move
- Prerequisites: Illusionist, 6 Illusionist Features
- At-Will - Drains 20 of user’s HP per use
- Target: Pokemon or Trainers
- Effect: Use the move Mirror Move. Use your INT Stat as your Attack or Special Attack modifier.
- Illusory Terrain
- Prerequisites: Illusionist
- Daily – Every 10 levels gained, you may perform this Feature another time per day.
- Target: An area
- Effect: Target up to X target 1 meter squares within 10 meters. You create a visual illusion that turns the targetted squares are turned into Difficult Terrain for X rounds. X is equal to your INT modifier.
- Project Illusion
- Prerequisites: Illusionist, 24 Intelligence
- Daily – Every 10 levels gained, you may perform this Feature another time per day.
- Trigger: You send out a Pokemon
- Effect: Change your Pokemon's appearance as if they had used the Illusionist Ability.
- Shadow Walker
- Prerequisites: Illusionist, a Pokemon with Invisibility Capability
- Static
- Effect: You gain the Invisibility capability. Activating the capability costs 15 HP per use. You may not use any Features that do damage or allow you to use Pokemon Moves while Invisible.
- Shimmering Shroud
- Prerequisites: Illusionist, Double Team
- At-Will
- Trigger: One of your Double Team copies is destroyed by an attack
- Effect: You may use Flash, using the Copy's location as the origin of the burst.
- Switcheroo
- Prerequisites: Illusionist
- At-Will - Drains 10 of the User's HP per use
- Target: Pokemon or Trainers
- Effect: Use the move Switcheroo.
- Teleport Mastery
- Prerequisites: Illusionist, Teleport, 22 Intelligence
- Static
- Effect: Teleport's Drain cost is reduced to 10. When teleporting during your turn and not as an intercept, you may use Teleport as a Shift Action. When used as an intercept, teleport only fails to activate if you roll a 4 or lower.
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