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Version 1.25
  • Home
    • Revision History
  • Introduction
    • Introduction for Beginners
      • Creating a Character (Generic)
    • Creating a Character for the Campaign
      • MS-Word Character Sheet
      • Blank Character Sheet
      • Example Character
  • Ability Scores
    • Strength
    • Intelligence
    • Wisdom
    • Dexterity
    • Constitution
    • Charisma
  • Character Races
    • Dwarf
    • Elf
    • Gnome
    • Half-elf
    • Halfling
    • Half-orc
    • Human
    • Racial Preferences
  • Character Classes
    • Secondary Skills
    • Gaining Levels
    • The Cleric
    • The Druid
    • The Fighter
    • The Paladin
    • The Ranger
    • The Magic-user
    • The Illusionist
    • The Thief
    • The Assassin
    • The Monk
  • Equipment
    • Money
    • Character Expenses
    • Armor
    • Weapon Proficiency
    • Weapon Attributes
    • Missile Weapons
    • Melee Weapons I
    • Melee Weapons II
    • Weapon Descriptions
    • Miscellaneous Equipment
    • Encumbrance
  • Additional Rules
    • Alignment
    • Character Traits
    • Time
    • Distance
    • Movement
    • Exploration
    • Adjudicating Actions
    • Languages
    • Pursuit and Evasion
  • Combat
    • How Combat Works
      • Example of Combat
        • Aggro the Axe
        • Abner
        • Arkayn
        • Arlanni
        • Gutboy Barrelhouse
        • Balto
        • Blastum
        • Barjin
    • Hit Points
    • Saving Throws
    • Surprise
    • Encounter Setup
    • Encounter Reaction
    • Declare Intentions
    • Initiative
    • Combat Actions
      • Avoid
      • Parley and Gauge Reaction
      • Delay or Ready
      • Ranged Attacks or Abilities
      • Move or Manipulate
      • Melee
      • Typical Time Requirements
      • Combat Modifiers
      • Combat Modifier Tables
    • Morale
  • Magic
    • Preparing Spells
    • Casting Spells
    • Acquiring Spells
    • Spell Books
    • Adjudicating Spells
    • Magic Resistance
    • Spell Research
  • Spells
    • Cleric Spell List
    • Druid Spell List
    • Magic-user Spell List
    • Illusionist Spell List
  • Additional Classes
    • The Barbarian
    • The Bard
    • The Death Master
    • The Shaman
    • The Witch Doctor
  • Dungeonmastering
    • Encounter Design
    • Conducting the Game
    • The Campaign
    • Monsters and Organization
    • Construction and Siege
  • Playing the Game
    • Sample Dungeon I
  • Adventures
    • Dungeon/Underground Environments
    • Wilderness/Outdoor Environments
    • Aerial Environments
    • Waterborne Environments
    • Underwater Environments
    • Extraplanar Environments
  • Non-player Characters
    • Special Roles of the Dungeon Master
    • Player Character Interactions
    • Hirelings
    • Henchmen
    • Loyalty
  • Treasure and Magic Items
    • Treasure Tables
    • Potions
    • Scrolls
    • Rings
    • Rods, Staves, & Wands
    • Miscellaneous Magic Items
    • Armor and Shields
    • Swords
    • Miscellaneous Weapons
    • Fabrication of Magic Items
  • Conditions
  • Deities
    • Greyhawk Deities List
      • St. Cuthbert
      • Corellon Larethian
      • Fharlanghn
      • Trithereon
  • Random Encounters
    • Dungeon Generation
    • Wilderness Generation
    • Dungeon/Underground Encounters
    • Underwater Encounters
    • Astral/Ethereal Encounters
    • Outdoor Encounters
    • Waterborne Encounters
    • Airborne Encounters
    • City/Town Encounters
  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Character Classes
Gaining Levels | The Cleric | The Druid | The Fighter | The Paladin | The Ranger | The Magic-user | The Illusionist | The Thief | The Monk

The Illusionist

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 (7, 13, etc.)
  • Weapons Allowed. daggers, darts, staves
  • Use of Poison. ? (per DM)

Spells and Spell Books

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.

Magic Item Use and Manufacture

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.

Stronghold

It is possible for an illusionist of 11th or higher level to construct a stronghold and clear the countryside in a 10 or 20 mile radius of all monsters, thus ruling an area much as a noble. If this is accomplished, a revenue of 5 silver pieces per inhabitant per month is generated in the territory ruled.

Illusionists strongholds will often be covered by illusion to appear as a ruined place, mound of rocks, or huge castle.

1. Dragon #145, Sage Advice: Q: “How do you extend the spell list for magic-users beyond level 29?” A: As follows: 30th level: Add one each fifth-, sixth-, and seventh-level spell. 31st level: Add one each eight- and ninth-level spell. 32nd level: Add one each first-, second, third, and fourth-level spell. For 33rd level and up, keep repeating this progression.
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