Phantasm

The Phantasm is a master of illusion, radiant energy, and battlefield trickery, skillfully bending light and perception to deceive, control, and obliterate enemies. They can create dazzling distractions and spectral clones and weaponize pure radiance, using light as both a weapon and a shield. The Phantasm's ability to manipulate light goes beyond combat, offering utility through misdirection, encoded signals, and visual manipulation.

In Nexus City, Phantasms are often sought after by factions like The Veil for their expertise in deception, while groups such as The Gilded appreciate their talent for grand displays of aetheric artistry. If you want to play a character who uses illusions and radiance to dazzle, disorient, and dominate, the Phantasm is the perfect choice.

Aether Spark

1st - Action - Manifest - 12 Spaces

With a flick of their wrist, the Phantasm releases a concentrated burst of raw aether energy. This spark darts towards a single foe, leaving a trace of searing magic in its wake.

Choose a foe within range. They must succeed on a Navigate check against your Manifest die or take escalation damage. When using this power, you can use additional action to impose disadvantage on the affected creatures next attack check.

Lesser Illusion

1st - Action - Influence - 12 Spaces - Focus - 1 Minute

With a simple gesture, the Phantasm crafts a minor illusion to deceive or distract.

Create a static illusion within range, no more than 1 space in size. Creatures that interact with the illusion understand its nature. Others can make a Glean check against your Manifest die to see through the illusion. This power ends early if a creature interacts with it or passes the Glean check to see through the Illusion.

Echo

2nd - Action - Manifest - 6 Spaces - Focus - 1 Minute

The Phantasm weaves light and shadow to conjure a phantom duplicate of themselves.

Create an Echo of yourself in an unoccupied space within range. For the duration of this power, you can use this Echo to make melee attacks from either your or the image's position. You can move the Echo up to half your speed as an Action. This power ends early if you are more than 6 spaces from the Echo or if the Echo takes any damage.

Photonmancy

2nd - Action - Manifest - 18 Spaces - Focus - 1 Minute

The Phantasm creates a life-like decoy of themselves used to distract and disorientate enemies.

The Phantasm manipulates the photons of a light source to its advantage. Choose a light source within range. You can expand or reduce the radius of the light it emits by a roll of your Manifest die. This effect remains active until you use this ability again or until 1 minute has passed.

Dazzling Flare

3rd - Action - Manifest - 3 Spaces

A flash of aether light erupts from the Phantasm, blinding all who dare look upon it. Enemies stagger in disarray, their senses overwhelmed by the sudden brilliance.

All creatures within 3 spaces of you (excluding you) must succeed on a Navigate check against your Manifest die or have disadvantage on Glean and Attack checks until the end of their next turn.

Refraction

3rd - Passive - Navigate - Self - Focus - 1 Minute

The Phantasm bends light around themselves or an ally, rendering them nearly invisible.

You can take the hide action in bright light even if you do not have cover. Creatures immediately notice you if they have a line of sight on you and you are no longer in bright light.

Prismatic Barrage

4th - Action - Manifest - 60 Spaces

Light is not just a trick but a weapon of overwhelming force.

You fire three refracted beams of destructive light at targets within range. Each beam can target a different creature. Targets succeed on a Navigate Check against your Manifest Die or take escalation damage.

Greater Illusion

4th - Action - Manifest - 12 Spaces - Focus - 1 Minute

The Phantasm conjures a lifelike illusion to manipulate perception.

You create a lifelike illusion of your choice within a certain distance. The illusion can be as large as your Manifest die in spaces. The illusion affects all the senses. Creatures that interact with the illusion understand its nature. Others can make a Glean check against your Manifest die to see through the illusion. This power ends early if a creature interacts with it or passes the Glean check to see through the Illusion.

Spectral Reality

5th - Action - Manifest - 6 Spaces - Focus - 1 Minute

For a moment, the battlefield is yours to shape.

You create an illusory zone of shifting terrain, phantom reinforcements, and unpredictable obstacles in a 6-space radius that moves with you. For the power duration, foes within range have disadvantage on Glean checks, and their speed is reduced by 2.

Dream Weaving

5th - Special - Manifest - Same Plane of Existence

The Phantasm infiltrates a creature’s subconscious, subtly shaping their waking thoughts.

Choose a sleeping creature you have met on the same plane of existence. The target must make a Glean check against your Manifest die. If the target fails, you can implant a specific idea, belief, or emotion into their dream, subtly influencing their thoughts or actions after they awaken. You must remain asleep during the power's duration, leaving your body vulnerable. If the target succeeds on the Glean check they are aware of your attempt to influence them. Regardless of success or failure, you cannot use the power again for 7 days.