Illusionists form a sub-class of magic-users, and in most respects they conform to the characteristics of the latter.
To be an illusionist, a character must have a minimum Intelligence of 15 and a minimum Dexterity of 16 (a high manual dexterity is required in casting of the spells used by this class).
An important difference between illusionists and magic-users is that the former do not gain any experience bonus for having high scores in their required abilities of Intelligence and Dexterity.
While being equal, or even slightly inferior, to normal magic-users in most respects, illusionists have different and highly effective spells to employ. A perusal of the number and types of spells usable by illusionists will reveal that they are at least as powerful as normal magic-users and possibly slightly more potent at very high levels.
The power of illusionists due to their spells is offset, however, by the limitations placed upon the magic items they can use.
Prime Requisite. None
Minimum Ability Scores. Intelligence (15), Dexterity (16)
Hit Dice. d4; Maximum 10d4
Alignment. Any
Player Character Races. Human (U), Gnome (base 5th)
Armor. None
Shield. None
Initial Weapon Proficiencies. 1
Non-proficiency Penalty. -5
Added Weapon Proficiencies. 1 per 6 levels above the 1st (7th, 13th, 19th, etc.)
Weapons Allowed. daggers, darts, staves
Use of Poison. ? (per DM)
[See The Magic-user.]
Illusionists do not need the spell, read magic, or anything like it in pursuit of their profession. All illusionist spell books and scrolls are written in a secret tongue which every apprentice learns from his or her mentor. This arcane and difficult language is common to all phantasmal magics, and is necessary for illusionistic conjuring.
If an illusionist gains read magic at the 14th level (along with several other 1st level magic-user spells), this merely allows him or her to utilize magic-user scrolls that contain spells different from those on the illusionists’ list.
[See the Magic-user.]
When a 1st level illusionist receives his first level spell book from his master, it contains only three spells (read magic being unnecessary).
The DM should require the player’s character to roll a d12 on the table of 1st level illusionist spells, rolling three times and ignoring any rolls that result in duplication.
Use of Magic Items. The magical items usable by illusionist class characters are enumerated below:
All potions not restricted to fighters only
Illusionist scrolls and magic-user scrolls which contain spells usable by illusionists
All rings
Rod of cancellation, staff of striking, and wands of enemy detection, fear, illusion, magic detection, metal & mineral detection, secret door & trap detection, wonder
Miscellaneous magic items usable by every class of characters, crystal balls (but not with any added powers), all robes (excluding robe of the arch-magi), books and similar written works readable by magic-users
Artifacts which are not proscribed items with respect to illusionists (such as armor, swords, axes, etc.)
Magic daggers
Fabrication of Magic Items By Illusionists. Illusionists are capable of manufacturing those magical items which create or sustain illusion. They may do so at 10th level (Illusionist) and above; this is done in much the same manner in which regular magic-users create magic items.
Though different spells are employed, the process of fabrication of magic items which illusionists use is not really very different from that used by magic-users. It is almost exactly similar as regards costs in both time and money.
Scribing Scrolls. Some processes are also nearly identical, such as the making of scrolls, which may be done at the 7th level and up.
Fabricating Non-Permanent Magic Items. At the 10th level, illusionists may be able to create one-shot or charged magic items, things without a permanent dweomer, such as potions or a wand of illusion, for example. Such items are really merely storehouses of magical energy which can be released in various ways.
Fabricating Permanent Magic Items. Beginning at 14th level an illusionist may attempt to make items with a truly permanent dweomer, such as a +1 dagger or a ring of protection, for example.
The basic thing to remember if details are in question is that illusionists are a sub-class of magic-users, and except for what has been outlined above, what applies to magic-users applies to illusionists as well.