School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.    

Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.    

Malleable Illusions

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

In addition, when you cast any illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.    

Illusory Defence

Starting at 6th level, you can create an illusory duplicate as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you or a creature within 30 feet of you, you can use your reaction to interpose an illusory duplicate between the attacker and the target. The attack automatically misses and the illusion dissipates.

You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a long rest.    

Illusory Reality

Beginning at 10th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.   The object can't deal damage or otherwise directly harm anyone.    

Phantasmal Puppet

By 14th level, you can summon threads of shadow magic to cloak yourself or an ally. As an action, you can touch a willing creature to appear however you choose. It can appear the same or larger, but not a larger size category. The appearance is tangible and exists as a near perfect extension of the target, mimicking the cloaked creatures movements.   The puppet lasts for 8 hours, or until dismissed. While cloaked in this way, attack rolls against you have disadvantage and stealth rolls are made with advantage. Additionally, when you take damage you can use your reaction to dismiss the cloak into the brunt of the attack, receiving no damage.   While within line of sight, the illusionist can use a bonus action to separate and mentally control the phantasm. Once separated, the originally cloaked creature becomes invisible for 1 hour. During that duration, the puppet becomes intangible, but under your control. As a bonus action or as part of separating the cloak, you can move the puppet up to 30 ft and make a single melee spell attack. On a hit, the target takes 6d10 necrotic damage and the puppet dissipates.
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