Beguilement Magic manipulates the thoughts, emotions and perceptions of sentient creatures. All Beguilement spells have the charm, fear, or illusion keyword; if they deal damage, they usually deal damage of the psychic damage type. Beguilement utility spells excel at changing the attitudes and perceptions of others, hiding or disguising people or objects, and creating convincing illusions.
Many Beguilement-based summoning spells call on creatures of shadow and illusion called 'phantasms' to do the summoner's bidding, although some invite strange creatures from the feywild into the material plane. Phantasms are unusually complex illusions which inflict damage by convincing the target that they are in pain or dying. A sufficiently real illusion can cause a target to die from fright or stress, so such damage is entirely real even if the source of that damage is inside the victim's own head.
At each even level, you choose a new at-will spell or cantrip. You may choose spells or cantrips from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to learn new spells, or add spells to your spellbook; you may choose ranked spells from this class feature or any of your other class features.
The object glows with a bright light until the end of the encounter, fully illuminating all spaces within 2 paces of it, and dimly illuminating all spaces within 5 paces of it. You may put out the light as a free action. If you perform this cantrip again, all previous lights dim to only illuminate their own space, and dimly illuminate all adjacent spaces.
You may communicate with the target as if they were adjacent and can hear you. The target perceives the communication as coming from inside their own head, spoken in your voice. So long as they are conscious, they can hear you even if they are deaf or you are mute or otherwise incapable of communicating, and the target may respond as a free action even if they cannot otherwise communicate.