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Icon Illusionism.png

Spells belonging to the school of Illusionism use their power to mess with the minds of other creatures, sometimes to the point of causing physical damage to the victims.

Mind manipulation can take place in two ways – by hitting a single target, or by enchanting a whole area, affecting the minds of all the creatures that step into it (or sometimes just look at it). The most powerful and realistic illusions can hurt even the most intelligent creatures, or trap them into horrifying nightmares.

The power of most abilities belonging to this school depends on the Intelligence and Charisma of the caster.


Abilities

Mind Strike
Icon MindStrike.png You deal [CHA*8] magic damage to your target, who must succeed on a Willpower check or become Dazed for 2 seconds. The damage of this spell can be Critical.
Can Crit: True
Memory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: Monster, Player

Vampiric Spider
Archmage Outcast
Allowed Weapons: Spell Channeling
Mana Cost: 200
Cooldown: 5
School: Illusionism
Shimmering Sphere
Icon ShimmeringSphere.png You cast a shiny projectile that collides with the first enemy on its path, which then splits and bounces to any other enemies within 5 meters. Anyone hit by the spell takes [CHA*6] Magic Damage and becomes Confused for 8 seconds. A successful Willpower save negates the Confusion. The damage of this spell can be Critical.
Can Crit: True
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: False
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 250
Cooldown: 5
School: Illusionism


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