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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FALSE VISION |
RANGE: TOUCH |
ILLUSIONIST 6 |
DURATION: 1 HOUR/LEVEL |
Any attempt to observe anything within the area of this spell from most kinds of scrutiny will fail. Those looking into the area see a false image (as the spell advanced illusion), as defined by the caster at the time of the casting. As long as the duration lasts, the caster can concentrate to change the image as desired. While not concentrating, the image remains static. Those inside the affected area can see and hear outside the affected area normally. Anyone inside the affected area are immune to ESP spells.
Divination spells like magic mirror, clairvoyance, and clariaudience cannot perceive anything within the area. False vision does not stop creatures or objects from moving into and out of the area, but they will likely need to disbelieve the illusion before they try.
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GEAS |
RANGE: 5' PER LEVEL |
ILLUSIONIST 6 |
DURATION: SPECIAL |
By means of this spell the caster compels a living creature to perform some specific action or services, or alternately to avoid performing some action. The target creature must be able to hear and understand the caster, or it cannot be affected. This spell will automatically fail if used to compel a creature to engage in some obviously self-destructive action.
A saving throw vs. Spells will allow an unwilling target to resist a geas when it is first cast. However, the target may choose to accept the geas, typically as part of a bargain with the caster for some service. Once subjected to this spell the subject must obey the instructions given by the caster indefinitely, though if the geas is to perform some action the spell effectively ends when that action has been completed.
For every 24 hours that the subject chooses not to obey the geas (or is prevented from obeying it), it suffers a penalty of -2 to each of its ability scores, up to a maximum penalty of -8. No ability score can be reduced to less than 3 by this effect. If the subject resumes obeying the geas, all such penalties are removed after 24 hours.
If the task assigned to the subject of this spell is open-ended or otherwise unable to be completed, the subject is still compelled to try to perform the task, but the spell will end in no more than one day per caster level.
Very clever creatures may be able to subvert the instructions given; the GM must decide on the results of any such attempts.
This spell can be ended by remove curse cast by a character of higher level than the caster of the geas, but is never affected by dispel magic.
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HOLD MONSTER |
RANGE: 180' |
ILLUSIONIST 6 |
DURATION: 2d8 TURNS |
This spell functions like hold person, except that it affects any living creature that fails its save vs. Spells.
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INVISIBLE STALKER |
RANGE: 0 |
ILLUSIONIST 6 |
DURATION: SPECIAL |
The caster summons an invisible stalker to do their bidding. The spell persists until dispel evil is cast on the creature, it is slain, or the task is fulfilled. The GM is advised to review the monster entry for the invisible stalker (found on page 115) when this spell is used, as they may not always perform reliably.
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MASS INVISIBILITY |
RANGE: 240' |
ILLUSIONIST 6 |
DURATION: SPECIAL |
This spell bestows the effect of an invisibility spell on all creatures within a 30-foot by 30-foot area. Each subject will remain invisible until they attack or cast a spell. A subject that leaves the original area of effect remains invisible.
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MASS SUGGESTION |
RANGE: 30' |
ILLUSIONIST 6 |
DURATION: UP TO 1 HOUR/LEVEL |
This spell bestows the effect of a suggestion spell on all creatures within a 30-foot by 30-foot area. The single suggestion applies to all of the targets. Each target gets its own saving throw.
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MAZE |
RANGE: 60' |
ILLUSIONIST 6 |
DURATION: 1 TURN (SEE TEXT) |
By means of this spell, the caster banishes the target creature into an extra-dimensional labyrinth. Once per round, the victim of this spell may attempt a save vs. Spells to escape the labyrinth. If the victim does not escape, the maze disappears after 10 minutes, freeing the victim at that time.
On escaping or leaving the maze, the target creature reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport or dimension door, do not help a creature escape a maze spell.
Minotaurs are not affected by this spell.
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PERMANENT ILLUSION |
RANGE: 180' |
ILLUSIONIST 6 |
DURATION: PERMANENT |
This spell functions much like advanced illusion except that the spell is permanent. The “script” for this spell simply repeats endlessly.
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PHASE DOOR |
RANGE: TOUCH |
ILLUSIONIST 6 |
DURATION: 1 USAGE/2 LEVELS |
This spell creates a magical passage through a wall, the floor, the ceiling, or even through a section of ground. The phase door is invisible and inaccessible to all creatures except the caster, who is the only one that can use the passage. The passage is 10 feet deep plus another 5 feet for every three caster levels. The caster disappears when entering the phase door and appears when they exit. If desired, the caster can take one other creature through the door. This counts as two uses of the door.
The door does not allow light, sound, or spell effects through it, nor it is possible to see through it without using it.
A phase door is subject to dispel magic, but only from someone who is of higher level than the caster. If anyone is within the passage when it is dispelled, they are harmlessly ejected (determine randomly in which direction).
It is possible to allow other creatures to use the phase door by setting a triggering condition for the door. This condition can be as simple or elaborate as desired. It can be based on a creature’s name or identity, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
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SHADOW WALK |
RANGE: TOUCH (SEE TEXT) |
ILLUSIONIST 6 |
DURATION: 1 HOUR/LEVEL |
Shadow walk can only be cast in an area of heavy shadows. The caster and up to one willing creature per level are transported to the shadowy edge of reality. In this region of shadow, the caster (and all the creatures that accompany them) moves at an effective rate of 50 miles per hour.
Because of the blurring of reality, the caster can’t make out details of the terrain or areas they pass over during transit, nor can they predict perfectly where the travel will end. When the spell effect ends, the caster and any creatures accompanying them arrives 1d10 × 100 feet in a random horizontal direction from the desired endpoint. The caster and their companions always arrive at ground level, except if the landing area is in a body of water (in which case they arrive at the water level) or underground. If arriving underground, the altitude of arrival should be as close as possible to the same altitude as the intended endpoint location.
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TRUE SEEING |
RANGE: TOUCH |
ILLUSIONIST 6 |
DURATION: 1 ROUND/LEVEL |
This spell confers on the target the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors, sees the exact locations of displaced creatures or objects, sees through normal or magical disguises, sees invisible creatures or objects normally, sees through illusions, and sees the true form of transformed, changed, or transmuted things. The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairvoyance.
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VEIL |
RANGE: 400' RADIUS |
ILLUSIONIST 6 |
DURATION: 1 HOUR/LEVEL |
This spell works as change self, but instead can affect any number of willing creatures within the given range. The caster may choose which creatures are affected and may include themselves.