The Emerald Delusion
Name: The Emerald Delusion
Description: Conspirators with the Fey, members of the Emerald Delusion live in two-worlds at once: the Prime Material plane of existence and the Emerald Delusion. They are distant and often appear distracted or confused.
Opposition College: Necromancy – members of the Emerald Delusion value the propagation of life at all costs.
Dress: Clothing is usually disheveled and poorly maintained. Elder Wizards of the Emerald Delusion sometimes have plants growing in their pockets and birds nesting in their beards.
Granted Spells: Daze (0th), Charm Person (1st), Touch of Idiocy (2nd), Deep Slumber (3rd)
Requirement for Entry: You must be sponsored by a member of the Emerald Delusion and you must join them in a ritual to enter the Emerald Delusion. This ritual lasts a day on the Prime Material plane but can last several weeks in the Delusion. Henceforth a part of your thoughts will always remain in the Delusion. You must succeed on a concentration check or your spells take a full action to cast.
You are a magnet for creatures of the fey. Fairies, pixies, nixies and gremlins are drawn to you and often appear at the most inopportune times. It’s always a guess whether a creature so drawn will be cooperative or a hindrance.
Lovely Face: When it comes to the Fey, people often see what they want to see. You gain a -2 roll under bonus on Bluff, Diplomacy and Intimidate skill checks. This bonus increases by 1 for every 5 wizard levels.
Pixie Dust: Flutter your fingers in the air and a magical, glittering dust settles over a single creature. You can use this ability 3+Int times per day. Effects are based on your level:
Daze (1st): Cause a living creature to be dazed for one round.
Sleep (4th): The target must succeed on a Will save or fall asleep for 5 minutes.
Memory Loss (7th): The target must succeed on a Will save or be affected by a modify memory spell, only eliminates the last 5 minutes of memory.
Charm (10th): The target must succeed on a Will save or be affected by a charm spell for 10 minutes.
Aura of Despair (8th): You emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. All creatures in this aura take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws and skill checks. These rounds need not be consecutive. You can exclude a number of creatures equal to your Int modifier from this aura.