Illusionists are magic-users that specialize in magic of the mind (such as phantasms) and the manipulation of shadow-stuff to generate figments that trick, confuse and confound. As such, illusionists form a sub-class of magic-users, and in most respects they conform to the characteristics of the latter.
Primary Ability Scores. Intelligence and Dexterity.
Minimum Ability Scores. Intelligence (15), Dexterity (16).
Hit Dice. 1d4; Maximum 10d4. Self-train (10th);
Hit Points. You start with 4 hit points adjusted for Constitution. Each level thereafter you gain 1d4 if you roll for hit points or you can gain 2.5 hit points without rolling. The 0.5 hit points will carry over. Hit Points after Maximum Hit Dice. Illusionists gain 1 hit point plus any Constitution adjustment per level past 10th.
Alignment Restrictions. None.
Player Character Races. Human (U), gnome (base 7th).
Armor and Shield. None.
Weapon Proficiencies. Initial 1; Penalty -5; Additional at 7th, 13th, and 19th.
Available Weapon Proficiencies. Dagger, dart, sling, staff.
Additional Restrictions. Illusionists can use the same magic items as magic-users with the following exceptions: robe of the arch-magi, rod of absorption, staves (magi, power), wands (conjuration, fire, frost, lightning, and polymorph), miscellaneous items pertaining to elemental conjuration, and a sphere of annihilation (and talisman of the sphere). Illusionists can interpret (without the need for a read magic spell) and cast magic-user spells from scrolls if these spells are on the illusionist spell list.
Attack Table. Use the Mage Attack Table.
Arcane Bond. [innate] (major) Beginning at 1st level, an illusionist can ensorcell a small item of great personal worth as per the class feature described for The Magic-user. However, the only spells permitted are illusion/phantasm spells. There is no restriction on the level of the spell (as long as the illusionist can cast it). The bond grants the illusionist 3 bonus hit points (lost if the item is destroyed).
Bonding an Amulet (Single-class Illusionist Only)
A single-class (only) illusionist can optionally choose to bond a special amulet. If chosen during character creation, the item is granted at no cost. Afterward, the illusionist can have one created by their mentor (or other magical artisan) for 1,000 g.p. per character level. Otherwise, the illusionist can bond any magical amulet.
When bonding an amulet, the attunement period is 4 weeks. During this time, the illusionist cannot bond another item or the period for attunement must begin again. Only one item can be bonded at a time.
In addition to the normal benefits of an arcane bond, a bonded amulet grants the illusionist a temporary +2 bonus to one ability score. Each day, the illusionist can change the ability score that receives the bonus. If the bonus is granted to Strength, Dexterity, or Consititution, one of the other scores (of those three abilities) suffers a -1 penalty to the score (as selected by the illusionist). This bonus cannot grant exceptional Strength. This bonus is subject to racial maximums.
If the amulet is destroyed, the bonus is lost until another amulet can be bonded.
At 1st level, if a spell is stored in the item (as per arcane bond), the amulet can be used to cast that spell as a spell-like ability or cast a hypnotism spell as a spell-like ability using the amulet as a material component (either will consume the bonded spell). At 3rd level, the item can be commanded to glow dimly (as per a candle) and can be used to cast a hypnotic pattern as a spell-like ability in the same manner as the hypnotism spell as long as the bonded spell is at least a 2nd level spell.
Unlike a normal bonded item, an amulet does not need to touching flesh for the bond to work, but the item must be within 100 yards to function and if taken beyond that range for more than 7 days (or if the illusionist dies), the bond will be broken. An unbonded but prepared amulet can be bonded by an illusionist if prepared at a higher or equal caster level. Amulets can be used as a substitute material component for certain spells (this will be noted in the spell's description if this is the case).
All illusionist spells are written in a secret semi-magical language shared by all illusionists called illusionist script. This language cannot be read by other classes or interpreted by a read magic spell. A comprehend languages spell or a thief’s read languages ability will provide the overall intent of anything written but will not be able to translate it directly. This means that illusionists do not need a read magic spell or anything like it to read illusionist spell scrolls or even another illusionist’s spell book. It also makes it easy for illusionists to leave notes for each other knowing others cannot interpret them. When scribing spells into one's own illusionist spell book, each illusionist is considered to be using an effect that duplicates the write spell (including ink requirements). Illusionists treat magic-user scrolls or spells (found in a magic-user spell book) that are also on the illusionist's spell list as if they were illusionist spells (indeed there are some who postulate these spells originated with the illusionist class and their formulae includes a form of illusionist script) and able to be interpreted without the need for a read magic spell.
Legerdemain. [simple]
Illusionists are skilled at sleight of hand tricks. This includes “palming” small unattended objects and making them appear again (as if from thin air). It involves dexterous fingers but also subterfuge and timing. If successful, you appear to be empty handed but can actually be holding something small: a vial, dagger, dart, gem, coin, or like item. This feature does not allow the act of picking pockets or otherwise snatching attended items. A successful legerdemain check allows the use of somatic component spell casting without drawing attention to yourself. You also do not appear to become immobile as with common spell casting.
The base chance for success is 50% plus 5% per level. A legerdemain check failure indicates those viewing you see through your ploy (and notice the item or spell casting, etc.).
Spells. [spells, incantation] (declared; major, casting time)
With the exception of the use of read magic and the fact that illusionist spell books are written in a special semi-magical cypher (illusionist script as detailed above), illusionists prepare and acquire spells as magic-users do (including making comprehension checks) with the noted exceptions. Illusionist keep their spells in spell books just as magic-users do. See The Magic-user.
Innate Ability: 1/day—Invisibility [innate; supernatural] (minor)
Beginning at 5th level, an illusionist can cast invisibility as an innate ability. This effect is supernatural and cannot be dispelled using a dispel magic effect (although it cannot operate in an anti-magic area). Any time during the effect, the effect can be upgraded to an improved invisibility spell for one round. This must be declared before the round begins and lasts until the end of the round. This activity will not end the invisibility effect.
Illusionists have the same ability to create potions as magic-users do. See The Magic-user.
Illusionists can scribe spell scrolls just as magic-users. All spells are written in illusionist script. See The Magic-user.
Beginning at 10th level, an illusionist may fabricate charged or single-use magical items (wands, staves, etc.) of types usable by illusionists. Each item requires special materials and a set of select spells cast as part of the creation ritual in addition to the spell, major creation. The item to be magicked must be crafted of the highest quality materials and made with the finest workmanship this normally costs 1/5th of the gold piece value of the item. Over the next 16 hours, the illusionist then charges or otherwise empowers the item. If this time is interrupted, the creation fails. After this process, the illusionist must rest for 48 hours. Charged items must have spells individually cast into them. If the illusionist cannot memorize enough spells to fully charge the item, they may charge the item as much as possible, and then must repeat the entire process again (sans the actual creation of the physical item) to continue charging it.
Many illusionists achieving this level of experience will have integrated themselves or their associates (or both) in the local government. Whether this is as a wealthy merchant, noble, guildmaster, or even as a powerful mage, they will have access to certain benefits as offered by the local government: tax breaks, military protection, and advisory status (or more direct oversight depending upon circumstance). This situation may be delayed or dispensed with based upon the campaign (per the GM).
Beginning at 10th level, an illusionist may construct a tower (surrounded by a school or fortified keep). In addition to the building of the structure, the surrounding land (approximately 10-20 miles) must be cleared of threats (hostiles or monsters and their dens). Once the structure is complete and the land cleared, you will collect 5 s.p. per inhabitant per month who choose to dwell on your land—through trade, tariffs, and taxes. Mages do not automatically attract men-at-arms although these may be hired at any time.
Beginning at 14th level, an illusionist may fabricate permanent magical items usable by them following the same process outlined above with the addition of an alter reality spell to permanently set the magic into the item. This spell comes at great cost to the illusionist as it ages them 3 years (and this aging requires a Constitution System Save).
A master illusionist has achieved access to 7th level illusionist spells, the pinnacle of illusionistic magic. You receive a +30% encounter reaction check when dealing with illusionists under 14th level (assuming you make yourself known). Others suffer a -1 penalty when saving against (or disbelieving) your illusion/phantasm spells. You can maintain spell concentration on any illusion/phantasm spells you cast by using a minor action. Typically, master illusionists are known by unique names given to them based upon their spell choices or exploits (Mage of the Many Colors, The Shadowfane, etc.).