Illusionist

Overview
Invisibility, perfect illusions, and perfect mimicry are just the tip of the iceberg for a powerful Illusionist. They are typically pranksters and enjoy watching their teammates squirm, even when in a pinch. They are usually avoided by most Magicians due to their tendency to goof off during missions, but an Illusionist is a necessity to any group of Djinn attempting a heist, kidnapping, or covert infiltration.

Ability Up: CHA

Ability Down: MOX

Health
Hit Dice: 1d6 x level

Total Health: 12 + total STR + total MOX

At Higher Levels: + 2d6 per level

Magic
Magic Source: Hybrid Energy

School of Magic: Illusion

Mana: total INT + total ESS + additional per level

At Higher Levels: +1d12 per level

Spellcasting Ability: FIN

Spell Save DC: 5 + Level + FIN Mod

Aspects
True Sight: The nature of performing illusion magic has taught you to see beyond what your eyes tell you. Take +2 on Sight. This also allows you to completely see through minor illusions.

Mimic: An illusionist can turn itself into a perfect mimic of any human, including voice, feeling, mannerisms, and even odor. This transformation is still susceptible to the rules of Planes and Sight, but it will be able to fool any human who is not accompanied by a demon. You must have seen whoever you are transforming into in person, and you do not gain their memories, just behavioral habits.

Spells
Role: Support

For the first 3 levels, a Djinn is classified into a Base Class, in this case simply as an Augur. The Djinn will pick spells from the pool of Hybrid spells until level 4, when it will learn a specific spell at each level once it solidifies its subclass.

Level 1
Pick 2 spells from the following:

Shade

Rot

Confusion

Will-o-wisp

Level 2
Pick 1 spell from the following, and an additional level 1 spell.

Psycho Knife

Daybreak

Detect Magic

Familiar

Level 3
Pick 1 spell from the following, and an additional level 2 spell.

Craft Bonecharm

Fear

Telepathy

Darkness