Spells - Illusionist - PHB
ILLUSIONIST SPELLS
Notes regarding Illusionist (Magic-User) Spells:
There are fewer Illusionist spells than there are magic-user spells, and there is some duplication; at seventh level the list includes all first level magic-user spells, several of which are taken as if they were but one spell of seventh level. The illusions of this class grow progressively more powerful as levels increase; the phantasms take on some actual substance, and even other sorts of spells used by Illusionists are potent (cf. phantasmal killer, shades. prismatic spray).
There are some Illusionist spells which have no verbal (V) component. Also, these spells typically need fewer material components than do those of other classes. A notable exception is the vision spell which needs great material outlay.
First Level Spells:
Audible Glamour (Illusion/Phantasm)
Level: 1 Components: V, S Range: 6" + 1"/level Casting Time: 5 segments Duration: 3 rounds/level Saving Throw: Special Area of Effect: Hearing range
Explanation/Description: Except as noted above, this spell is the same as the second level magic-user spell, Audible Glamour (q.v.).
Change Self (Illusion/Phantasm)
Level: 1 Components: V, S Range: 0 Casting Time: 1 segment Duration: 2-12 rounds + 2 rounds/level Saving Throw: None Area of Effect: The Illusionist
Explanation/Description: This spell enables the Illusionist to alter the appearance of his or her form - including clothing and equipment - to appear 1' shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The duration of the spell is 2 to 12 (2d6) rounds base plus 2 additional rounds per level of experience of the spell caster.
Colour Spray (Alteration)
Level: 1 Components: V, S, M Range: 1"/level Casting Time: 1 segment Duration: 1 segment Saving Throw: Special Area of Effect: ½" x 2" x 2" wedge
Explanation/Description: Upon casting this spell, the Illusionist causes a vivid fan-shaped spray of clashing colours to spring forth from his or her hand. From 1 to 6 creatures within the area of effect can be affected. The spell caster is able to affect 1 level or hit die of creatures for each of his or her levels of experience. Affected creatures are struck unconscious for 2 to 8 rounds if their level is less than or equal to that of the spell caster; they are blinded for 1 to 4 rounds if their level or number of hit dice is 1 or 2 greater than the Illusionist; and they are stunned (cf. power word, stun, seventh level magic-user spell) for 2 to 8 segments if their level or number of hit dice is 3 or more greater than the spell caster. All creatures above the level of the spell caster and all creatures of 6th level or 6 hit dice are entitled to a saving throw versus the colour spray spell. The material components of this spell area pinch each of powder or sand coloured red, yellow and blue.
Dancing Lights (Alteration)
Level: 1 Components: V, S Range: 4" + 1"/level Casting Time: 1 segment Duration: 2 rounds/level Saving Throw: None Area of Effect: Special
Explanation/Description: This spell is the same as the first level magic-user spell, Dancing Lights (q.v.).
Darkness (Alteration)
Level: 1 Components: V, S, M Range: 1"/level Casting Time: 1 segment Duration: 2-8 rounds + 1 round/level Saving Throw: None Area of Effect: 15' radius globe
Explanation/Description: Except as noted above, this spell is the same as the second level magic-user spell of Darkness (q.v.).
Detect Illusion (Divination)
Level: 1 Components: V, S, M Range: Touch Casting Time: 1 segment Duration: 3 rounds + 2 rounds/level Saving Throw: None Area of Effect: Line of sight 1" wide, 1"/level long
Explanation/Description: By means of this spell the Illusionist is able to see an Illusion and know it for exactly that. Note that it can be used to enable others to see Illusions as unreal if the spell caster touches the creature with both hands and the creature looks at the Illusion while so touched. The material component is a piece of yellow tinted crystal, glass, or mica.
Detect Invisibility (Divination)
Level: 1 Components: V, S, M Range: 1"/level Casting Time: 1 segment Duration: 5 rounds/level Saving Throw: None Area of Effect: 1" path
Explanation/Description: Except as noted above, this spell is the same as the second level magic-user spell, Detect Invisibility (q.v.).
Gaze Reflection (Alteration)
Level: 1 Components: V, S Range: 0 Casting Time: 1 segment Duration: 1 round Saving Throw: None Area of Effect: Special
Explanation/Description: The gaze reflection spell creates a mirror-like area of air before the Illusionist. Any gaze attack, such as that of a basilisk or a medusa, will be reflected back upon the gazer if it looks upon the spell caster.
Hypnotism (Enchantment/Charm)
Level: 1 Components: V, S Range: 3" Casting Time: 1 segment Duration: 1 round + 1 round/level Saving Throw: Neg. Area of Effect: One to six creatures
Explanation/Description: The gestures of the Illusionist, along with his or her droning incantation, cause from 1 to 6 creatures to become susceptible to suggestion (see the third level magic-user suggestion spell). The suggestion must be given after the hypnotism spell is cast, and until that time the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging. Creatures which make their saving throw are not under hypnotic influence.
Light (Alteration)
Level: 1 Components: V, S Range: 6" Casting Time: 1 segment Duration: 1 turn/level Saving Throw: None Area of Effect: 2" radius globe
Explanation/Description: This spell is the same as the first level magic-user Light spell (q.v.) (cf. first level cleric Light spell.)
Phantasmal Force (Illusion/Phantasm)
Level: 1 Components: V, S, M Range: 6" + 1 "/level Casting Time: 1 segment Duration: Special Saving Throw: Special Area of Effect: 4 square" + 1" square/level
Explanation/Description: Except as noted above, this spell is the same as the third level magic-user spell, Phantasmal Force (q.v.).
Wall of Fog (Alteration)
Level: 1 Components: V, S, M Range: 3" Casting Time: 1 segment Duration: 2-8 rounds + 1 round /level Saving Throw: None Area of Effect: Special
Explanation/Description: By casting this spell. the Illusionist creates a wall of misty vapours in whatever area within the spell range he or she desires. The wall of fag obscures all sight normal and/or infravisual, beyond 2'. The area of effect is a cube of 2" per side per level of experience of the spell caster. The misty vapours persist for 3 or more rounds unless blown away by a strong breeze (cf. gust of wind). The material component is a pinch of split dried peas.
Second Level Spells:
Blindness (Illusion/Phantasm)
Level: 2 Components: V Range: 3" Casting Time: 2 segments Duration: Special Saving Throw: Neg. Area of Effect: One creature
Explanation/Description: The blindness spell causes the recipient creature to become blind and able to see only a greyness before its eyes. Various cure spells will not remove this effect, and only a dispel magic or the spell caster can do away with the blindness if the creature fails its initial saving throw versus the spell.
Blur (Illusion/Phantasm)
Level: 2 Components: V Range: 0 Casting Time: 2 segments Duration: 3 rounds + 1 round/level Saving Throw: None Area of Effect: The Illusionist
Explanation/Description: When a blur spell is cast, the Illusionist causes the outline of his or her form to become blurred, shifting and wavery. This distortion causes all missile and melee combat attacks to be made at -4 on the first attempt and -2 on all successive attacks. It alto allows a +1 on the saving throw die roll for any direct magical attack.
Deafness (Illusion/Phantasm)
Level: 2 Components: V, S, M Range: 6" Casting Time: 2 segments Duration: Special Saving Throw: Neg. Area of Effect: One creature
Explanation/Description: The deafness spell causes the recipient creature to become totally deaf and unable to hear any sounds (cf. blindness). This deafness can be done away with only by means of a dispel magic or by the spell caster. The victim is allowed a saving throw. The material component of the spell is beeswax.
Detect Magic (Divination)
Level: 2 Components: V, S Range: 0 Casting Time: 2 segments Duration: 2 rounds/level Saving Throw: None Area of Effect: 1" path, 6" long
Explanation/Description: This spell is similar to the first level cleric and the first level magic-user spell, Detect Magic (qq.v.).
Fog Cloud (Alteration)
Level: 2 Components: V, S Range: 1" Casting Time: 2 segments Duration: 4 rounds + 1 round/level Saving Throw: None Area of Effect: 4" wide, 2" high, 2" deep cloud
Explanation/Description: The fog cloud is a billowing mass of misty vapours which is of similar appearance to a Cloudkill (q.v.), the fog being greenish. The spell caster creates the fog cloud and it moves away from him or her at a 1" per round rate. Although it behaves in most respects just as if it were a Cloudkill, the only effect of the fog is to obscure vision, just as a wall of fog does.
Hypnotic Pattern (Illusion/Phantasm)
Level: 2 Components: S, M Range: 0 Casting Time: 2 segments Duration: Special Saving Throw: Neg. Area of Effect: 3" x 3" square area
Explanation/Description: When this spell is cast the Illusionist creates a weaving, turning pattern of subtle colours in the air. This hypnotic pattern will cause any creature looking at it to become fascinated and stand gazing at it as long as the spell caster continues to maintain the shifting interplay of glowing lines. Note that the spell can captivate a maximum of 24 levels, or hit dice, of creatures, i.e. 24 creatures with 1 hit die each, 12 with 2 hit dice, etc. All creatures affected must be within the area of effect, and each is entitled to a saving throw. The Illusionist need not utter a sound. but he or she must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.
Improved Phantasmal Force (Illusion/Phantasm)
Level: 2 Components: V, S, M Range: 6" + 1"/level Casting Time: 2 segments Duration: Special Saving Throw: Special Area of Effect: 4 square" + 1" square/level
Explanation/Description: Except as noted above, and as detailed hereafter, this spell is the same as the third level magic-user Phantasmal Force spell (q.v.). The spell caster can maintain the illusion with minimal concentration. i.e. he or she can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech. Also, by concentration on the form of the phantasm, the Improved Phantasmal Force will continue for 2 rounds after the Illusionist ceases to concentrate upon the spell.
Invisibility (Illusion/Phantasm)
Level: 2 Components: V, S Range: Touch Casting Time: 2 segments Duration: Special Saving Throw: None Area of Effect: Creature touched
Explanation/Description: Except as noted above, this spell is the same as the second level magic-user spell, Invisibility (q.v.).
Magic Mouth (Alteration)
Level: 2 Components: V, S, M Range: Special Casting Time: 2 segments Duration: Special Saving Throw: None Area of Effect: One object
Explanation/Description: This spell is the same as the second level magic-user Magic Mouth spell (q.v.).
Mirror Image (Illusion/Phantasm)
Level: 2 Components: V, S Range: 0 Casting Time: 2 segments Duration: 3 rounds/level Saving Throw: None Area of Effect: 6' radius of spell caster
Explanation/Description: Except as noted above, and except for the fact that there are 2-5 (d4 + 1) mirror images created, this spell is the same as the second level magic-user spell, Mirror Image (q.v.).
Misdirection (Illusion/Phantasm)
Level: 2 Components: V, S Range: 3" Casting Time: 2 segments Duration: 1 round /level Saving Throw: Neg. Area of Effect: Special
Explanation/Description: By means of this spell the Illusionist misdirects the information from a detection-type spell, i.e. detect charm, detect evil, detect invisibility, detect lie, detect magic and detect snares & pits. While the detection spell functions, the information it reveals will indicate the wrong area, creature. or the opposite of the truth with respect to detect evil or detect lie. The Illusionist directs the spell effect upon the creature or item which is the object of the detection spell. If the caster of the detection-type spell fails his or her saving throw, the misdirection takes place.
Ventriloquism (Illusion/Phantasm)
Level: 2 Components: V, M Range: 1"/level, maximum 9" Casting Time: 2 segments Duration: 4 rounds + 1 round/level Saving Throw: None Area of Effect: One object
Explanation/Description: Except as noted above, this spell is the same as the first level magic-user spell, Ventriloquism (q.v.).
Third Level Spells:
Continual Darkness (Alteration)
Level: 3 Components: V, M Range: 6" Casting Time: 3 segments Duration: Permanent Saving Throw: None Area of Effect: 3" radius globe
Explanation/Description: When this spell is cast, a globe of impenetrable darkness is created. The effects of this darkness, as well as the material component of the spell, are the same as the second level magic-user spell, Darkness, 15' Radius (cf. Continual Light).
Continual Light (Alteration)
Level: 3 Components: V, S Range: 6" Casting Time: 3 segments Duration: Permanent Saving Throw: None Area of Effect: 6" radius globe
Explanation/Description: This spell is the same as the second level cleric Continual Light spell (q.v.), except as noted above.
Dispel Illusion (Abjuration)
Level: 3 Components: V, S Range: 1"/level Casting Time: 3 segments Duration: Permanent Saving Throw: None Area of Effect: Special
Explanation/Description: By means of this spell, the spell caster can dispel any phantasmal force - with or without audible glamour - cast by a non-illusionist; and the spell has the same chance of dispelling any illusion/phantasm spells at another Illusionist as a dispel magic spell (q.v.) does, i.e. 50% base chance adjusted by 2% downward, or 5% upward for each level of experience lesser/greater of the Illusionist casting the dispel illusion compared to the Illusionist casting the spell to be dispelled.
Fear (Illusion/Phantasm)
Level: 3 Components: V, S Range: 0 Casting Time: 3 segments Duration: Special Saving Throw: Neg. Area of Effect: 6" long cone. 3" diameter at end, ½" base
Explanation/Description: Except as noted above, this spell is the same as the fourth level magic-user spell, Fear (q.v.).
Hallucinatory Terrain (Illusion/Phantasm)
Level: 3 Components: V, S, M Range: 2" + 2"/level Casting Time: 5 rounds Duration: Special Saving Throw: None Area of Effect: 4" x 4"square area + 1" x 1" square area/level
Explanation/Description: Except as noted above, this spell is the same as the fourth level magic-user Hallucinatory Terrain spell (q.v.).
Illusionary Script (Illusion/Phantasm)
Level: 3 Components: V, S, M Range: Special Casting Time: Special Duration: Permanent Saving Throw: None Area of Effect: Creature reading the script
Explanation/Description: This spell enables the Illusionist to write instructions or other information on parchment, paper, skin, etc. The Illusionary Script appears to be some form of foreign or magical writing. Only the person (or class of persons or whatever} whom the Illusionist desires to read the writing will be able to do so, although another Illusionist will recognize it for Illusionary Script. Others attempting to read it will become confused as from a confusion spell (q.v.) for 5 to 20 turns, minus 1 turn for each level of experience he or she has attained. The material component of the spell is a lead-based ink which requires special manufacture by an alchemist.
Invisibility, 10' Radius (Illusion/Phantasm)
Level: 3 Components: V, S Range: Touch Casting Time: 3 segments Duration: Special Saving Throw: None Area of Effect: 10' radius of creature touched
Explanation/Description: Except as noted above, this spell is the same as the third level magic-user spell, Invisibility, 10' Radius (q.v.). See also the second level magic-user spell, Invisibility.
Non-detection (Abjuration)
Level: 3 Components: V, S, M Range: 0 Casting Time: 3 segments Duration: 1 turn/level Saving Throw: None Area of Effect: 5' radius of spell caster
Explanation/Description: By casting this spell, the Illusionist makes himself or herself invisible to divination spells such as clairaudience, clairvoyance, "detects", and ESP. It also prevents location by such magic items as crystal balls and ESP medallions. The material component of the spell is a pinch of diamond dust.
Paralyzation (Illusion/Phantasm)
Level: 3 Components: V, S Range: 1 "/level Casting Time: 3 segments Duration: Special Saving Throw: Neg. Area of Effect: 2" x 2" area
Explanation/Description: The paralyzation spell enables the spell caster to create illusionary muscle slowdown in creatures whose combined hit dice do not exceed twice the total level of experience of the Illusionist. If the recipient creatures fail their saving throws, they become paralyzed, and a dispel illusion or dispel magic spell must be used to remove the effect, or the Illusionist may dispel it at anytime he or she desires.
Rope Trick (Alteration)
Level: 3 Components: V, S, M Range: Touch Casting Time: 3 segments Duration: 2 turns/level Saving Throw: None Area of Effect: Special
Explanation/Description: This spell is the same as the second level magic-user spell, Rope Trick (q.v.).
Spectral Force (Illusion/Phantasm)
Level: 3 Components: V, S, M Range: 6" + 1 "/level Casting Time: 3 segments Duration: Special Saving Throw: Special Area of Effect: 4 square" + 1 square/level
Explanation/Description: The spectral force spell creates an illusion in which sound, smell and thermal illusions are included. It is otherwise similar to the second level Improved Phantasmal Force spell (q.v.). The spell will last for 3 rounds after concentration.
Suggestion (Enchantment/Charm)
Level: 3 Components: V, M Range: 3" Casting Time: 3 segments Duration: 4 turns + 4 turns/level Saving Throw: Neg. Area of Effect: One creature
Explanation/Description: Except as noted above, this spell is the same as the third level magic-user spell, Suggestion (q.v.).
Fourth Level Spells:
Confusion (Enchantment/Charm)
Level: 4 Components: V, S, M Range: 8" Casting Time: 4 segments Duration: 1 round/level Saving Throw: Special Area of Effect: Up to 4" x 4"
Explanation/Description: Except as noted above, this spell is the same as the fourth level magic-user Confusion spell (q.v.). See also the seventh level druid Confusion spell.
Dispel Exhaustion (Illusion/Phantasm)
Level: 4 Components: V, S Range: Touch Casting Time: 4 segments Duration: 3 turns/level Saving Throw: None Area of Effect: 1 to 4 persons
Explanation/Description: By means of this spell, the Illusionist is able to restore 50% of lost hit points to all persons (humans, demi-humans and humanoids) he or she touches during the round it is cast, subject to a maximum of four persons. The spell gives the illusion to the person touched that he or she is fresh and well, stamina is renewed, but when the spell duration expires, the recipient drops back to their actual hit point strength. The spell will allow recipients to move at double speed for 1 round every turn (cf. haste spell).
Emotion (Enchantment/Charm)
Level: 4 Components: V, S Range: 1"/level Casting Time: 4 segments Duration: Special Saving Throw: Neg. Area of Effect: 4" x 4"area
Explanation/Description: When this spell is cast, the Illusionist can project his or her choice 1 of the following 4 emotions:
1. FEAR: This is the same as the spell of the same name, but as it is not illusionary, the saving throw is made at -2. It counters/is countered by rage.
2. HATE: The effect of hate is to raise morale, saving throw dice, "to hit" dice, and damage done by +2. It counters/is countered by hopelessness.
3. HOPELESSNESS: This has the same effect as the hopelessness symbol. It counters/is countered by hate.
4. RAGE: The rage emotion causes the recipient to become berserk, attack at a +1 on the "to hit" dice, do +3 hit points of damage, and gives a temporary +5 hit points to the enraged creature. The recipient will fight without shield, and regardless of life as well. It counters/is countered by fear.
The spell lasts as long as the Illusionist continues to concentrate on projecting the chosen emotion.
Improved Invisibility (Illusion/Phantasm)
Level: 4 Components: V, S Range: Touch Casting Time: 4 segments Duration: 4 rounds + 1 round/level Saving Throw: None Area of Effect: Creature touched
Explanation/Description: This spell is similar to invisibility, but the recipient is able to attack, either by missile discharge, melee combat, or spell casting and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. Such attacks are at -4 on the "to hit" dice, and all saving throws are made at +4.
Massmorph (Illusion/Phantasm)
Level: 4 Components: V, S Range: 1"/level Casting Time: 4 segments Duration: Special Saving Throw: None Area of Effect: 1" x 1" square/level
Explanation/Description: Except as noted above, this spell is the same as the fourth level magic-user spell, Massmorph (q.v.).
Minor Creation (Alteration)
Level: 4 Components: V, S, M Range: Touch Casting Time: 1 turn Duration: 6 turns/level Saving Throw: None Area of Effect: Special
Explanation/Description: This spell enables the Illusionist to create an item of non-living, vegetable nature, i.e. soft goods, rope, wood, etc. The item created cannot exceed 1 cubic foot per level of the spell caster in volume., (Cf. ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Djinni.) Note the limits of the spell's duration, The spell caster must have at least a tiny piece of matter of the same type of item he or she plans to create by means of the minor creation spell, i.e. a bit of twisted hemp to create rope, a splinter of wood to create a door, and so forth.
Phantasmal Killer (Illusion/Phantasm)
Level: 4 Components: V, S Range: ½"/level Casting Time: 4 segments Duration: 1 round/level Saving Throw: Special Area of Effect: One creature
Explanation/Description: When this spell is cast, the Illusionist creates the illusion of the most fearsome thing imagined. simply by forming the fears of the subject creature's subconscious mind into something which its conscious mind can visualize - the most horrible beast. Only the spell caster and the spell recipient can see the phantasmal killer, but if it succeeds in scoring a hit, the victim dies (from fright). The beast attacks as a 4 hit dice monster with respect to its victim. It is invulnerable to all attacks, and it can pass through any barriers, for it exists only in the beholder's mind. The only defense against a phantasmal killer is an attempt to disbelieve, which can be tried but once, or slaying or rendering unconscious the Illusionist who cast the spell. Note that the saving throw against this spell is not standard. The subject must roll three six-sided dice (3d6) and score a sum equal to or less than its intelligence ability score in order to disbelieve the apparition. The dice score is modified as follows:
Condition Modifier*
Complete surprise +2
Surprise +1
Subject previously attacked by this spell -1 per previous attack
Subject is an Illusionist -2
Subject is wearing a helm of telepathy -3 plus the ability to turn the phantasmal killer upon its creator if disbelieved
*Note that magic resistance and wisdom factors also apply, magic resistance being checked first to determine spell operation (or -1 to -5 on dice if spell resistance is as that of a dwarf, gnome, etc.), and then wisdom bonus applies as a minus to the dice roll to match or score less than intelligence.
If the subject of the attack by a phantasmal killer succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon the Illusionist, and then he or she must disbelieve it or be subject to its attack and possible effects.
Shadow Monsters (Illusion/Phantasm)
Level: 4 Components: V, S Range: 3" Casting Time: 4 segments Duration: 1 round/level Saving Throw: Special Area of Effect: 2" x 2"
Explanation/Description: The shadow monsters spell enables the Illusionist to create semi-real phantasms of one or more monsters. The total hit dice of the shadow monster or monsters thus created cannot exceed the level of experience of the Illusionist; thus a 10th level Illusionist can create one creature which has 10 hit dice (in normal circumstances), two which have 5 hit dice (normally), etc. All shadow monsters created by one spell must be of the same sort, i.e. hobgoblins, orcs, spectres, etc. They have 20% of the hit points they would normally have. To determine this, roll the appropriate hit dice and multiply by .20, any score less than .4 is dropped - in the case of monsters with one (or fewer) hit dice, this indicates the monster was not successfully created - and scores of .4 or greater are rounded up to one hit point. If the creature or creatures viewing the shadow monsters fail their saving throw and believe the illusion, the shadow monsters perform as normal with respect to armour class and attack forms. If the viewer or viewers make their saving throws, the shadow monsters are armour class 10 and do only 20% of normal melee damage (biting, clawing, weapon, etc.), dropping fractional damage less than .4 as done with hit points. Example: A shadow monster dragonne attacks a person knowing it is only quasi-real. The monster strikes with 2 claw attacks and 1 bite, hitting as a 9 die monster. All 3 attacks hit, and the normal damage dice are rolled: d8 scored 5, d8 scores 8, 3d6 scores 11 and each total is multiplied by .2 (.2 x 5 = 1, .2 x 8 = 1.6 = 2, 2 x 11 = 2.2 = 2) and 5 hit points of real damage are scored upon the victim.
Fifth Level Spells:
Chaos (Enchantment/Charm)
Level: 5 Components: V, S, M Range: ½"/level Casting Time: 5 segments Duration: 1 round/level Saving Throw: Special Area of Effect: up to 4" x 4"
Explanation/Description: This spell is similar to the seventh level druid confusion spell (q.v.), but all creatures in the area of effect are confused for the duration of the spell. Only fighters other than paladins or rangers and Illusionists are able to combat the spell effects and are thus allowed a saving throw. Similarly, monsters which do not employ magic and have intelligences of 4 (semi-intelligent) or less are entitled to saving throws. The material component for this spell is a small disc of bronze and a small rod of iron.
Demi-Shadow Monsters (Illusion/Phantasm)
Level: 5 Components: V, S Range: 3" Casting Time: 5 segments Duration: 1 round/level Saving Throw: Special Area of Effect: 2" x 2"
Explanation/Description: This spell is similar to the fourth level spell, shadow monsters, except that the monsters created are of 40% hit points. Damage potential is 40% of normal, and they are armour class 8.
Major Creation (Alteration)
Level: 5 Components: V, S, M Range: 1" Casting Time: 1 turn Duration: 6 turns/level Saving Throw: None Area of Effect: Special
Explanation/Description: This spell is comparable to a minor creation spell (q.v.) except that it allows the Illusionist to create mineral objects. If vegetable objects are created, they have a duration of 12 turns per level of experience of the spell caster.
Maze (Conjuration/Summoning)
Level: 5 Components: V, S Range: ½"/level Casting Time: 5 segments Duration: Special Saving Throw: None Area of Effect: One Creature
Explanation/Description: This spell, except as noted above, is the same as the eighth level magic-user Maze spell (q.v.).
Projected Image (Alteration, Illusion/Phantasm)
Level: 5 Components: V, S, M Range: ½"/level Casting Time: 5 segments Area of Effect: Special Saving Throw: None
Explanation/Description: Except as shown above, this spell is the same as the sixth level magic-user spell Project Image (q.v.}.
Shadow Door (Illusion/Phantasm)
Level: 5 Components: S Range: 1" Casting Time: 2 segments Duration: 1 round/level Saving Throw: None Area of Effect: Special
Explanation/Description: By means of this spell, the Illusionist creates the illusion of a door. The illusion also permits the Illusionist to appear to step through this "door" and disappear, when in reality he or she has darted aside, and can then flee totally invisible for the spell duration. Creatures viewing this are deluded into seeing/entering an empty 10' x 10' room if they open the "door". Only a true seeing spell, a gem of seeing, or similar magical means will discover the Illusionist.
Shadow Magic (Illusion/Phantasm)
Level: 5 Components: V, S Range: 5" + 1"/level Casting Time: 5 segments Duration: Special Saving Throw: Special Area of Effect: Special
Explanation/Description: The shadow magic spell allows the Illusionist to cast a quasi-real magic-user spell. This spell can be magic missile, fireball, lightning bolt, or cone of cold and will have normal effects upon creatures in the area of effect if they fail to make their saving throws. If saving throws are made, the shadow magic spell will inflict but 1 hit point of damage per level of experience of the Illusionist casting it, regardless of which quasi-real spell was cast.
Summon Shadow (Conjuration/Summoning)
Level: 5 Components: V, S, M Range: 1" Casting Time: 5 segments Duration: 1 round + 1 round/level Saving Throw: None Area of Effect: 1" x 1"
Explanation/Description: When this spell is cast, the Illusionist conjures up 1 shadow (see ADVANCED DUNGEONS & DRAGONS. MONSTER MANUAL) for every three levels of experience he or she has attained. These monsters are under the control of the spell caster and will attack his or her enemies on command. The shadows will remain until slain or turned or the spell duration expires. The material component for this spell is a bit of smoky quartz.
Sixth Level Spells:
Conjure Animals (Conjuration/Summoning)
Level: 6 Components: V, S Range: 3" Casting Time: 6 segments Duration: 1 round/level Saving Throw: None Area of Effect: Special
Explanation/Description: Except as shown above. this spell is the same as the sixth level cleric spell, Conjure Animals (q.v.).
Demi-Shadow Magic (Illusion/Phantasm)
Level: 6 Components: V, S Range: 6" + 1"/level Casting Time: 6 segments Duration: Special Saving Throw: Special Area of Effect: Special
Explanation/Description: This spell is similar to the fifth level Shadow Magic spell (q.v.), but in addition to the quasi-real spells listed thereunder it enables the Illusionist to cast a quasi-real Wall of Fire, Wall of Ice, or Cloudkill. If recognized as Demi-Shadow Magic (the victim makes its saving throw), the Magic Missile, Fireball, et al. do 2 hit points of damage per level of experience of the spell caster, the wall spells cause 1-4 hit points of damage per level, and the Cloudkill will slay only creatures with fewer than 2 hit dice.
Mass Suggestion (Enchantment/Charm)
Level: 6 Components: V, M Range: 3" Casting Time: 6 segments Duration: 4 turns + 4 turns/level Saving Throw: Neg. Area of Effect: One creature/level
Explanation/Description: This spell is the same as the third level Suggestion spell, except that the Illusionist is able to cast the spell upon more than one subject, provided the prospective recipients of the suggestion are within the 3" range. One creature per level of experience the spell caster has attained can be affected. If only one creature is the subject, its saving throw is at -2. The suggestion must be the same for all hearing it.
Permanent Illusion (Illusion/Phantasm)
Level: 6 Components: V, S, M Range: 1"/level Casting Time: 6 segments Duration: Permanent Saving Throw: Special Area of Effect: 4 square" + 1 square/level
Explanation/Description: This spell creates a lasting Spectral Force (q.v.) which requires no concentration. It is subject to Dispel Magic, of course.
Programmed Illusion (Illusion/Phantasm)
Level: 6 Components: V, S, M Range: 1"/level Casting Time: 6 segments Duration: Special Saving Throw: Special Area of Effect: 4 square" + 1 square/level
Explanation/Description: By means of this spell, the Illusionist sets up a Spectral Forces spell (q.v.) which will activate upon command or when a specified condition occurs (cf. Magic Mouth). The illusion will last for a maximum of 1 round per level of the spell caster.
Shades (Illusion/Phantasm)
Level: 6 Components: V, S Range: 3" Casting Time: 6 segments Duration: 1 round/level Saving Throw: Special Area of Effect: 2" x 2"
Explanation/Description: This spell is related to shadow monsters and demi-shadow monsters (qq.v.), but the monsters created are of 60% hit points and damage potential and are of armour class 6.
True Sight (Divination)
Level: 6 Components: V, S Range: Touch Casting Time: 1 round Duration: 1 round/level Saving Throw: None Area of Effect: 6" light range
Explanation/Description: This spell is very like the fifth level cleric spell, True Seeing (q.v.). However, while the true sight spell allows the Illusionist to see its actual or former form, it does not allow determination of alignment.
Veil (Illusion/Phantasm)
Level: 6 Components: V, S Range: 1"/level Casting Time: 3 segments Duration: 1 turn/level Saving Throw: None Area of Effect: 2" x 2"/level
Explanation/Description: The veil spell enables the Illusionist to instantly change the appearance of his or her surroundings and/or party or create Hallucinatory Terrain (q.v.) so as to fool even the most clever creatures unless they have true seeing/sight, a gem of seeing, or similar magical aid. The veil can make a sumptuous room seem a filthy den and even touch will conform to the visual illusion. If hallucinatory terrain is created, touch will not cause it to vanish.
Seventh Level Spells:
Alter Reality (Illusion/Phantasm, Conjuration/Summoning)
Level: 7 Components: Special Range: Unlimited Casting Time: Special Duration: Special Saving Throw: Special Area of Effect: Special
Explanation/Description: The Alter Reality spell is similar to the seventh level magic-user Limited Wish spell (q.v.). In order to effect the magic fully, the Illusionist must depict the enactment of the alteration of reality through the casting of a Phantasmal Force, as well as verbalization in a limited form, before the spell goes into action.
Astral Spell (Alteration)
Level: 7 Components: V, S Range: Touch Casting Time: 3 turns Duration: Special Saving Throw: None Area of Effect: Special
Explanation/Description: This spell is the same as the seventh level cleric spell, Astral Spell (q.v.).
Prismatic Spray (Abjuration, Conjuration/Summoning)
Level: 7 Components: V, S Range: 0 Casting Time: 7 segments Duration: Instantaneous Saving Throw: Special Area of Effect: 7" long plane, 1½" wide at end, ½" wide at base
Explanation/Description: When this spell is cast, the Illusionist causes 7 rays of the Prismatic Sphere spell (q.v.) to spring from his or her hand. Any creature in the area of effect will be touched by 1 or more of the rays. To determine which ray strikes the concerned creature, roll an eight-sided die:
1 = red 2 = orange 3 = yellow 4 = green 5 = blue 6 = indigo 7 = violet 8 = struck by 2 rays, roll again twice ignoring any 8's
Saving throws apply only with respect to those prismatic colour rays which call for such.
Prismatic Wall (Abjuration, Conjuration/Summoning)
Level: 7 Components: V, S Range: 1" Casting Time: 7 Segments Duration: 1 turn/level Saving Throw: Special Area of Effect: Special
Explanation/Description: The prismatic wall spell is similar to the Prismatic Sphere spell (q.v.). It differs only in that the spell creates a wall, or curtain, of scintillating colours. The wall is of maximum proportions of 4' wide per level of experience of the spell caster and 2' high per level of experience.
Vision (Divination)
Level: 7 Components: V, S, M Range: 0 Casting Time: 7 segments Duration: Special Saving Throw: None Area of Effect: The Illusionist
Explanation/Description: At such time as the Illusionist wishes to gain supernatural guidance, he or she casts a Vision spell, calling upon whatever power he or she desires aid from, and asking the question for which a vision is to be given to answer. Two six-sided dice are rolled. If they total 2 to 6, the power is annoyed and will cause the Illusionist, by ultra-powerful geas or quest to do some service, and no question will be answered. If the dice total 7 to 9, the power is indifferent, and some minor vision, possibly unrelated to the question, will be given. A score of 10 or better indicates the vision is granted. Note that the material component of the spell is the sacrifice of something valued by the spell caster and/or by the power supplicated. The more precious the sacrifice, the better he chance of spell success, for a very precious item will give a bonus of +1 on the dice, one that is extremely precious will add +2, and a priceless/nonesuch will add +3.
First Level Magic-user Spells
Level: 7 Components: * Range: * Casting Time: * Duration: * Saving Throw: * Area of Effect: * * As appropriate to the spell in question
Explanation/Description: The Illusionist gains four of the following first level magic-user spells at the 14th level of experience and an additional one as each additional level of experience is gained. The spells are: Affect Normal Fires, Burning Hands, Charm Person, Comprehend Languages, Enlarge, Erase, Feather Fall, Friends, Hold Portal, Magic Missile, Mending, Message, Nystul's Magic Aura, Protection from Evil, Read Magic, Shield, Shocking Grasp, Sleep, Tenser's Floating Disc, Unseen Servant.
The Illusionist may learn any spell or spells from the preceding list. He or she must seek the spells in the same manner as a magic-user. If the Illusionist chooses to take this "spell', he or she actually takes four or more first level magic-user spells as a seventh level spell.