Second 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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ALTER SELF RANGE: SELF
ILLUSIONIST 2 DURATION: 10 MINUTES/LEVEL

  This spell allows the caster to assume the form of a creature of the same body type (i.e. humanoid). The new form must be within 50% of his or her normal size. The assumed form can’t have more hit dice than the caster's level, nor more than 5 HD at most. The caster can change into a member of his or her own kind or even into him- or herself.
  The caster retains his or her own ability scores, class, level, hit points, attack bonus and saving throws. If the new form is capable of speech, he or she can communicate normally and cast spells. The caster acquires the physical qualities of the new form, including armor class, movement capabilities (such as climbing, swimming and flight, but not including magical movement abilities such as levitation), natural weapons (such as claws, bite, and so on), racial abilities, and any gross physical qualities (wings, additional extremities, etc).
  Using alter self does not permit additional attacks, and the caster does not gain any special, supernatural, or spell-like abilities of the new form.
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BLUR RANGE: TOUCH
ILLUSIONIST 2 DURATION: 1 MINUTE/LEVEL

  When a blur spell is cast, the caster causes the outline of the creature touched to appear blurred, shifting and wavering. This distortion causes all missile and melee combat attacks to be made at -4 on the first attempt and -2 on all successive attacks. It also grants a +1 on the saving throw die roll against any direct magical attack.
  A detect invisible spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).
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CONTINUAL LIGHT/DARKNESS RANGE: 360'
ILLUSIONIST 2 DURATION: 1 YEAR/LEVEL

  This spell creates a spherical region of light, as bright as full daylight up to a 30' radius, with light of lesser intensity to a radius of 60'. Continual light can be cast on an object, into the air, or at a creature, just as with the light spell, up to a maximum range of 360' from the caster. The spell remains in effect for one year per level of the caster.
  As with light, this spell can be used to blind a creature if cast on its visual organs. Creatures targeted by this spell are allowed a save vs. Death Ray; if the save is made, the spell is cast into the air just behind the target creature. A penalty of -4 is applied to the blinded creature's attack rolls if the saving throw fails.
  The reversed spell, continual darkness, causes complete absence of light in the area of effect, overpowering normal light sources. Continual darkness may be used to blind in the same way as continual light.
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DETECT MAGIC RANGE: 60'
ILLUSIONIST 2 DURATION: 2 TURNS

  The caster of this spell is able to detect enchanted or enspelled objects or creatures within the given range by sight, seeing them surrounded by a pale glowing light. Only the caster sees the glow. Invisible creatures or objects are not detected by this spell, but the emanations of the invisibility magic will be seen as an amorphous glowing fog, possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2.
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DISPEL ILLUSION RANGE: 120'
ILLUSIONIST 2 DURATION: INSTANTANEOUS

  The caster can use this spell to end all ongoing “illusion spells” within a 20-foot cubic area. Dispel illusion affects spells such as audible glamer, phantasmal image, phantasmal force, spectral force, advanced illusion, and so on. If there is any question as to whether or not a spell is an illusion, the GM's discretion will apply.
  Any illusion spell cast by a character of a level equal to or less than the dispel illusion caster's level is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance of failure for each level the illusion's caster level exceeds the dispel illusion caster level. For example, a 10th-level caster dispelling an illusion created by a 14th level caster has a 20% chance of failure.
  When an Illusionist attempts to dispel an illusion cast by a non-Illusionist, the Illusionist is treated as if he or she were two levels higher; if it is not obvious whether the illusion was created by an Illusionist or not, the GM should assume it was.
  Non-illusion spells cannot be ended by this spell.
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HYPNOTIC PATTERN RANGE: 120'
ILLUSIONIST 2 DURATION: CONCENTRATION

  A shifting pattern of light moves through the air mesmerizing those who look at it. Roll 2d6 plus the caster level to determine how many HD are affected by the spell. Creatures with the smallest hit dice are affected first, and among those with the same HD, those closest to the effect are affected first. HD of effect that are not sufficient to affect the next creature are wasted. Affected creatures will stop and watch the effect until the duration expires or they are threatened. Sightless creatures cannot be affected by this spell.
  The effect continues for 2 rounds after the caster stops concentrating on the spell.
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INVISIBILITY RANGE: TOUCH
ILLUSIONIST 2 DURATION: SPECIAL

  This spell causes the creature touched (who may be the caster) to become invisible, undetectable by normal vision or Darkvision. Invisible creatures may be detected by those with non-visual sensory abilities.
  All items worn or carried by the target when the spell is cast become invisible as well. If the target lays down an invisible item, it instantly becomes visible again; on the other hand, items picked up do not automatically become invisible. If the target places a visible item entirely inside its invisible clothing, backpack, pouch, or other container so that if the target were visible the item could not be seen, it will become invisible just as if it were held when the spell was cast.
  Note that casting this spell upon another makes the target invisible to the caster as well as everyone else. A party of invisible characters will likely experience problems with running into or tripping over each other.
  The spell lasts at most 24 hours if not ended sooner. It ends instantly if the target attacks an opponent or casts any spell. Other actions do not normally end the spell. The target may end the spell at will.
  Objects that shed light may be made invisible but the light itself will remain visible, and the source of that light (and the character carrying it) can thus be discovered. Rain, dust, paint, and any other visible substance thrown or applied to an invisible creature will also render it detectable.
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OBSCUREMENT RANGE: 100'+10'/LEVEL
ILLUSIONIST 2 DURATION: 10 MINUTES/LEVEL

  A bank of fog up to a 20' cube in volume billows out from the point the caster designates. The cloud moves at a rate of 10 feet per round under the control of the caster (so long as he or she concentrates on it). The fog obscures all sight, including darkvision, beyond 5 feet; beyond that all creatures will be effectively blind.
  The cloud persists for the entire duration even if the caster ceases to concentrate upon it, but a moderate wind (11+ mph) disperses the fog in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. This spell does not function underwater.
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PHANTASMAL FORCE RANGE: 180'
ILLUSIONIST 2 DURATION: CONCENTRATION

  With this spell the caster visualizes and projects the illusion of an object, creature (or small group of creatures), or other effect. The caster can project an illusion up to a maximum size of 20'x20'x20'. The illusion is purely visual, with no other sensory features. The image is not static, but can be animated as the caster desires so long as all images remain within the area of effect. The illusion persists so long as the caster concentrates upon it.
  If used to create the illusion of one or more creatures, they will have an Armor Class of 11 and will disappear if hit in combat. Damage done by monsters, spells, etc. simulated by this spell is not real; those "killed" or otherwise apparently disabled will wake up uninjured (at least by this spell) after 2d8 rounds. The illusory damage done will be equal to the normal damage for any attack form simulated.
  Attempting to animate more creatures than the caster's level grants viewing creatures with at least average Intelligence an immediate save vs. Spells to recognize the creatures as illusions; those making the save will be unaffected by any actions taken by the illusions from that point on. A similar save may be granted by the GM any time they feel the illusion is likely to be seen through, especially if the player describes an illusion which seems improbable or otherwise poorly conceived.
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PHANTOM TRAP RANGE: TOUCH
ILLUSIONIST 2 DURATION: PERMANENT

  The spell makes a lock or other small mechanism appear to be trapped. Anyone that can detect traps, or any spell that can detect traps will show the item to be trapped, and the person checking will be convinced that the trap is present. Nothing happens if the trap is sprung, as there is no trap. The purpose is to dissuade thieves or make the thieves waste time.
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READ LANGUAGES RANGE: 0
ILLUSIONIST 2 DURATION: SPECIAL

  This spell grants the caster the ability to read almost any written language. It may be cast in one of three modes:
  In the first mode, the spell allows the caster to read any number of written works in a variety of languages. This mode lasts for 1 turn per caster level.
  In the second mode, the spell allows the caster to read any one book or tome; this mode lasts 3 hours per caster level.
  In the third mode, the spell allows the caster to read any one non-magical scroll or other single-sheet document; this mode is permanent.
  This spell does not work on any sort of magical text, such as spell scrolls or spellbooks; see read magic, below, for the correct spell to use in such cases.
  The spell grants the ability to read the texts, but does not in any way hasten the reading nor grant understanding of concepts the caster doesn't otherwise have the ability to understand. Also, for this spell to function, there must be at least one living creature that can read the given language somewhere on the same plane. The knowledge is not copied from that creature's mind; rather, it is the existence of the knowledge that enables the spell to function.
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ROPE TRICK RANGE: TOUCH
ILLUSIONIST 2 DURATION: 1 HOUR/LEVEL

  When this spell is cast upon a piece of normal, non-magical rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional space, similar to a Bag of Holding. Creatures in the space are hidden, beyond the reach of divination spells, unless those spells work across planes.
  The space holds as many as eight creatures of man-size or smaller (larger creatures cannot fit through the invisible opening at the top of the rope). Creatures in the space can pull the rope up into the space, making the rope “disappear.” Otherwise, the rope simply hangs in air.
  Spells cannot be cast through the extra-dimensional opening, nor can area effects cross it. Those in the extra-dimensional space can see out of it as if a 3' square window were centered on the rope. The window is present, but is invisible, and even creatures that can see the window can’t see through it.
  The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extra-dimensional space.
  When the spell ends, creatures or objects within the extra-dimensional space are ejected through the window. The rope, if still attached, drops free at the same moment.