Fourth Level Illusionist Spells
Illusionists cast spells through the exercise of knowledge and will, exactly as normal Magic-Users. They prepare spells by study of their spellbooks; each Illusionist has his or her own spellbook, containing the magical formulae for each spell the Illusionist has learned, written in a magical script that can only be read by the Illusionist who wrote it, or through the use of a special first-level spell: read magic. All Illusionists begin play with read magic as their first spell, and it is so ingrained that an Illusionist can prepare it without a spellbook. Read magic has a range of “touch” and is permanent with respect to any given magical work (spellbook or scroll).
Illusionists may learn spells by being taught directly by another Illusionist or by studying another Illusionist's spellbook. The Illusionist may also learn appropriate spells from standard Magic-Users (or other arcane casters, if used the spell always being at the level as it appears on the Illusionist Spell List. Likewise, a Magic-User may learn spells shared by the classes from an Illusionist. If being taught, a spell can be learned in a single day; researching another Illusionist's spellbook takes one day per spell level. Either way, the spell learned must be transcribed into the Illusionist's own spellbook, at a cost of 500 gp per spell level transcribed. A beginning Illusionist starts with a spellbook containing read magic and at least one other first-level spell, as determined by the Game Master, at no cost.
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This spell functions like the spell spectral force except that the illusion follows a script determined by the caster. The illusion follows the script without requiring the caster to concentrate on it. If the illusion includes intelligible speech, however, such speech is likewise scripted, so the illusion will not respond if spoken to.
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This spell has an effect similar to charm person, but it is able to affect living creatures of any size or type. Undead monsters are unaffected, as are constructs such as golems and any creature which is functionally mindless (such as any kind of jelly). This spell can affect 3d6 hit dice of creatures of 3 or fewer hit dice, or one creature of more than 3 hit dice. Saving throws are made just as for charm person.
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This spell causes up to 3d6 living creatures within a 30' radius circle around the target point to become confused, making them unable to independently determine what they will do. A saving throw vs. Spells is allowed to resist the effect. Roll on the following table on each subject’s Initiative number each round to see what the subject does.
If the target cannot perform the action indicated, the GM should move down the table (going back to the top if the table runs out) until an action is found that the target can perform. If a confused creature is attacked, it returns the attack on its next initiative number (later in this round or in the next round if it has already acted) regardless of what is rolled on the table.
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The caster of this spell or any single target creature within range is transported instantly, to any location within 200 feet plus 20 feet per caster level. The caster may give distance and direction or may choose to visualize the target location, and the target will be transported unerringly to that place. An unwilling target may save vs. Spells to avoid being transported. Anything worn or carried by the caster or target creature will be transported also, including another character or creature if the transportee can lift it. If the target area is within a solid object, the spell fails automatically.
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This spell can be used to end ongoing spells or similar magical effects cast on a creature or object, or to end such effects within a cubic area 20' on a side. The caster must choose whether to dispel magic on a creature or object, or to affect an area.
(including ongoing potion effects) may be canceled. If cast upon an area, all such effects within the area may be canceled. Any spell or effect having a caster level equal to or less than the dispel magic caster's level is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance the dispel magic will fail for each level the spell effect exceeds the caster level. For example, a 10th level caster dispelling magic created by a 14th level caster has a 20% chance of failure. Some spells cannot be ended by dispel magic; this specifically includes any curse, including those created by bestow curse (the reverse of remove curse) as well as by cursed items.
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This spell makes one 10 yard cube per level of outdoor terrain appear to be a different type (i.e. field into forest, grassland into desert, or the like). This spell requires a full turn to cast. The affected terrain looks, sounds, and smells like another type of normal terrain. The magic does not affect creatures nor any sort of fabricated item; such things retain their appearance and visibility. A save vs. Spells is allowed to see through the illusion, but only if the creatures or characters viewing the area actively attempt to do so.
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This spell will render any living (not undead) humanoid creature (as defined in charm person) paralyzed. Creatures larger than ogres will not be affected by this spell. Targets of the spell are conscious and able to breathe, but cannot move, act, or speak in any way. A successful save vs. Spells is allowed to resist the effect. The spell may be cast at a single person, who makes their save at -2, or at a group, in which case 1d4 of the creatures in the group may be affected. A paralyzed swimmer can’t swim and may drown. A character who has somehow gained wings and is then paralyzed while airborne will not be able to move its wings to fly and will thus fall.
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This spell works exactly like invisibility, except that it does not end if the subject attacks or casts a spell.
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Turns a reflective surface within range into a magic mirror through which the caster can view other creatures. The caster must know and name the creature. The caster and any other creatures viewing the mirror will be able to see the images, but only the caster will hear sound from the viewing. Detection and vision spells can be cast into it with a 3% chance per caster level of success. If successful, this allows the caster to cast detect magic, see invisible, etc. through the mirror.
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With this spell the caster causes 1d4+1 man-sized (or smaller) creatures per four caster levels to appear as if they are natural effects of the terrain (for example, trees in a forest, stalagmites in a cave, coral underwater, boulders in a cavern, etc.). All creatures to be affected must be within a 120' radius of the caster at the time the spell is cast. Only those creatures the caster wishes to hide are affected, and then only if they are willing to be concealed. The caster may choose to be included among the affected creatures.
Those affected are thus concealed from other creatures passing through the area for so long as they remain still. If an affected creature chooses to move or attack, the illusion is dispelled for that creature, but those who remain still continue to be hidden. The caster may end the spell early if they wish by speaking a single word. The illusion can also be ended by dispel magic.
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When this spell is cast, it creates a quasi-real creature that is the target’s worst possible fear. It is literally the worst possible creature to fight that the target can imagine. Only the target can see the phantasmal killer; the caster sees a rough shape.
The target must make a save vs. Spells to disbelieve the phantasmal killer. If the saving throw is failed, the killer then touches the target, who must then save vs. Petrify or die from fear. Even if the target makes the second saving throw, they still take 3d6 points of damage.
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This spell functions as hypnotic pattern, except that it affects up to 24 HD of creatures and the caster may move the pattern by up to 30 feet per round. If moved, all creatures under its effects will follow the flowing lights, trying to keep as close to it as possible. If any affected creatures move into a dangerous area, they get a new saving throw. If the view is moved out of sight of an affected creature, they are not longer affected.
This spell will continue for 2 rounds after the caster stops concentrating on it.
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This spell creates a spherical area with a 15 foot radius where no sound will pass. No one within the affected area can make nor hear any sound. Neither does sound issue from the affected area; those outside cannot hear those inside. This effect blocks verbal communication, of course, as well as spell casting.
This effect can be cast in a fixed area, upon an item (making it portable), or upon a creature. An unwilling target receives a save vs. Spells to negate the spell. If an item in another creature’s possession is targeted, that creature also receives a save vs. Spells to negate.
This spell can be used to protect against any kind of attack or magic where the victims must be able to hear the attacker, for such attacks cannot pass into or out of the affected area.
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This spell functions like obscurement, but in addition it is so thick that any creature trying to move through it is slowed to a speed of 5 feet, irrespective of its normal movement. It also takes a -2 penalty to all attack and damage rolls made in the fog. The solid fog also stops any physical projectiles, making ranged weapon attacks ineffective. The reduction of movement also applies to falling, so any distance that falls through the fog doesn’t count toward falling damage.
This fog is more difficult to disperse than obscurement; it takes a severe wind (31+ mph) to disperse it, doing so in 1 round.
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The caster influences a target creature by suggesting a course of activity limited to a sentence or two. The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes the activity. The caster can specify conditions that will trigger an activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
If the recipient creature makes its saving throw, the spell has no effect. A very reasonable suggestion causes the save to be made with a penalty (-1 or -2 is recommended). The creature to be influenced must, of course, be able to understand the suggestion, i.e., it must be spoken in a language which the spell recipient understands. Undead are not subject to suggestion.
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ADVANCED ILLUSION | RANGE: 180' |
ILLUSIONIST 4 | DURATION: 1 MINUTE/LEVEL |
This spell functions like the spell spectral force except that the illusion follows a script determined by the caster. The illusion follows the script without requiring the caster to concentrate on it. If the illusion includes intelligible speech, however, such speech is likewise scripted, so the illusion will not respond if spoken to.
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CHARM MONSTER | RANGE: 30' |
ILLUSIONIST 4 | DURATION: SPECIAL |
This spell has an effect similar to charm person, but it is able to affect living creatures of any size or type. Undead monsters are unaffected, as are constructs such as golems and any creature which is functionally mindless (such as any kind of jelly). This spell can affect 3d6 hit dice of creatures of 3 or fewer hit dice, or one creature of more than 3 hit dice. Saving throws are made just as for charm person.
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CONFUSION | RANGE: 280'+10'/LEVEL |
ILLUSIONIST 4 | DURATION: 2 ROUNDS+1/LEVEL |
This spell causes up to 3d6 living creatures within a 30' radius circle around the target point to become confused, making them unable to independently determine what they will do. A saving throw vs. Spells is allowed to resist the effect. Roll on the following table on each subject’s Initiative number each round to see what the subject does.
d10 | BEHAVIOR |
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1 | Act normally. |
2 | Move toward the caster, and attack if possible. |
3-5 | Take no action except possibly to babble. |
6-7 | Move swiftly away from the caster. |
8-10 | Attack the nearest creature, regardless of whether it is a friend or foe. |
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DIMENSION DOOR | RANGE: 10' |
ILLUSIONIST 4 | DURATION: INSTANTANEOUS |
The caster of this spell or any single target creature within range is transported instantly, to any location within 200 feet plus 20 feet per caster level. The caster may give distance and direction or may choose to visualize the target location, and the target will be transported unerringly to that place. An unwilling target may save vs. Spells to avoid being transported. Anything worn or carried by the caster or target creature will be transported also, including another character or creature if the transportee can lift it. If the target area is within a solid object, the spell fails automatically.
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DISPEL MAGIC | RANGE: 120' |
ILLUSIONIST 4 | DURATION: INSTANTANEOUS |
This spell can be used to end ongoing spells or similar magical effects cast on a creature or object, or to end such effects within a cubic area 20' on a side. The caster must choose whether to dispel magic on a creature or object, or to affect an area.
(including ongoing potion effects) may be canceled. If cast upon an area, all such effects within the area may be canceled. Any spell or effect having a caster level equal to or less than the dispel magic caster's level is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance the dispel magic will fail for each level the spell effect exceeds the caster level. For example, a 10th level caster dispelling magic created by a 14th level caster has a 20% chance of failure. Some spells cannot be ended by dispel magic; this specifically includes any curse, including those created by bestow curse (the reverse of remove curse) as well as by cursed items.
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HALLUCINATORY TERRAIN | RANGE: 400'+40'/LEVEL |
ILLUSIONIST 4 | DURATION: 12 TURNS/LEVEL |
This spell makes one 10 yard cube per level of outdoor terrain appear to be a different type (i.e. field into forest, grassland into desert, or the like). This spell requires a full turn to cast. The affected terrain looks, sounds, and smells like another type of normal terrain. The magic does not affect creatures nor any sort of fabricated item; such things retain their appearance and visibility. A save vs. Spells is allowed to see through the illusion, but only if the creatures or characters viewing the area actively attempt to do so.
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HOLD PERSON | RANGE: 180' |
ILLUSIONIST 4 | DURATION: 2d8 TURNS |
This spell will render any living (not undead) humanoid creature (as defined in charm person) paralyzed. Creatures larger than ogres will not be affected by this spell. Targets of the spell are conscious and able to breathe, but cannot move, act, or speak in any way. A successful save vs. Spells is allowed to resist the effect. The spell may be cast at a single person, who makes their save at -2, or at a group, in which case 1d4 of the creatures in the group may be affected. A paralyzed swimmer can’t swim and may drown. A character who has somehow gained wings and is then paralyzed while airborne will not be able to move its wings to fly and will thus fall.
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IMPROVED INVISIBILITY | RANGE: TOUCH |
ILLUSIONIST 4 | DURATION: 1 ROUND/LEVEL |
This spell works exactly like invisibility, except that it does not end if the subject attacks or casts a spell.
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MAGIC MIRROR | RANGE: 10' |
ILLUSIONIST 4 | DURATION: 1 ROUND/LEVEL |
Turns a reflective surface within range into a magic mirror through which the caster can view other creatures. The caster must know and name the creature. The caster and any other creatures viewing the mirror will be able to see the images, but only the caster will hear sound from the viewing. Detection and vision spells can be cast into it with a 3% chance per caster level of success. If successful, this allows the caster to cast detect magic, see invisible, etc. through the mirror.
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MASSMORPH | RANGE: 100'+10'/LEVEL |
ILLUSIONIST 4 | DURATION: 1 HOUR/LEVEL |
With this spell the caster causes 1d4+1 man-sized (or smaller) creatures per four caster levels to appear as if they are natural effects of the terrain (for example, trees in a forest, stalagmites in a cave, coral underwater, boulders in a cavern, etc.). All creatures to be affected must be within a 120' radius of the caster at the time the spell is cast. Only those creatures the caster wishes to hide are affected, and then only if they are willing to be concealed. The caster may choose to be included among the affected creatures.
Those affected are thus concealed from other creatures passing through the area for so long as they remain still. If an affected creature chooses to move or attack, the illusion is dispelled for that creature, but those who remain still continue to be hidden. The caster may end the spell early if they wish by speaking a single word. The illusion can also be ended by dispel magic.
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PHANTASMAL KILLER | RANGE: 100'+10'/LEVEL |
ILLUSIONIST 4 | DURATION: INSTANTANEOUS |
When this spell is cast, it creates a quasi-real creature that is the target’s worst possible fear. It is literally the worst possible creature to fight that the target can imagine. Only the target can see the phantasmal killer; the caster sees a rough shape.
The target must make a save vs. Spells to disbelieve the phantasmal killer. If the saving throw is failed, the killer then touches the target, who must then save vs. Petrify or die from fear. Even if the target makes the second saving throw, they still take 3d6 points of damage.
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RAINBOW PATTERN | RANGE: 180' |
ILLUSIONIST 4 | DURATION: CONCENTRATION |
This spell functions as hypnotic pattern, except that it affects up to 24 HD of creatures and the caster may move the pattern by up to 30 feet per round. If moved, all creatures under its effects will follow the flowing lights, trying to keep as close to it as possible. If any affected creatures move into a dangerous area, they get a new saving throw. If the view is moved out of sight of an affected creature, they are not longer affected.
This spell will continue for 2 rounds after the caster stops concentrating on it.
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SILENCE 15' RADIUS | RANGE: 360' |
ILLUSIONIST 4 | DURATION: 2 ROUNDS/LEVEL |
This spell creates a spherical area with a 15 foot radius where no sound will pass. No one within the affected area can make nor hear any sound. Neither does sound issue from the affected area; those outside cannot hear those inside. This effect blocks verbal communication, of course, as well as spell casting.
This effect can be cast in a fixed area, upon an item (making it portable), or upon a creature. An unwilling target receives a save vs. Spells to negate the spell. If an item in another creature’s possession is targeted, that creature also receives a save vs. Spells to negate.
This spell can be used to protect against any kind of attack or magic where the victims must be able to hear the attacker, for such attacks cannot pass into or out of the affected area.
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SOLID FOG | RANGE: 100'+10'/LEVEL |
ILLUSIONIST 4 | DURATION: 1 MINUTE/LEVEL |
This spell functions like obscurement, but in addition it is so thick that any creature trying to move through it is slowed to a speed of 5 feet, irrespective of its normal movement. It also takes a -2 penalty to all attack and damage rolls made in the fog. The solid fog also stops any physical projectiles, making ranged weapon attacks ineffective. The reduction of movement also applies to falling, so any distance that falls through the fog doesn’t count toward falling damage.
This fog is more difficult to disperse than obscurement; it takes a severe wind (31+ mph) to disperse it, doing so in 1 round.
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SUGGESTION | RANGE: 30' |
ILLUSIONIST 4 | DURATION: UP TO 1 HOUR/LEVEL |
The caster influences a target creature by suggesting a course of activity limited to a sentence or two. The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes the activity. The caster can specify conditions that will trigger an activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
If the recipient creature makes its saving throw, the spell has no effect. A very reasonable suggestion causes the save to be made with a penalty (-1 or -2 is recommended). The creature to be influenced must, of course, be able to understand the suggestion, i.e., it must be spoken in a language which the spell recipient understands. Undead are not subject to suggestion.