Third 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 enables the caster to see into another area through the eyes of a living creature in that area. The caster must specify the direction and approximate distance, up to a maximum of 60' away. If there is no appropriate creature in that area, the spell fails. No saving throw is allowed, and the target creature is unaware that it is being so used. The caster may choose another subject creature after at least a turn has passed, enabling multiple locations to be viewed. If the subject creature moves out of range, contact is lost, though the caster may be able to choose another target in this case.
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This spell is similar to color spray. It causes a vivid cloud of clashing colors which cause living creatures in the area of effect (or who enter the area of effect) to become blinded or possibly even unconscious. The cloud covers an area up to 20 feet square or 20 feet in diameter, as chosen by the caster. Each creature within the cloud is affected according to its hit dice:
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The subject receives Darkvision with a range of 60' for the duration of the spell.
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When a displacement spell is cast, the caster causes the creature touched to appear 2 feet away from its actual position. This distortion causes all missile and melee combat attacks to be made at -4 on all attacks. It also grants a +2 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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This spell allows the caster to write whatever they want on whatever they want. The caster specifies who they want to read it. (This can be an individual, class of individuals, a group, etc.) For anyone else this appears to be an unintelligible magical writing of some kind, though an Illusionist will recognize it as an Illusory Script. Any unauthorized creature attempting to read the script must save vs. Spells or fall under the effects of a Suggestion. The Suggestion only applies for 30 minutes and must be very short and simple (for example, “Put this down and leave”).
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This spell creates the illusion of a wall, floor, ceiling, or similar surface, covering up to a 10-foot square area, up to 1 foot thick. The section of wall created appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search may reveal the true nature of the surface; the GM may either allow a save vs. Spells to detect the illusion, or if the probing attempt is well devised the GM may allow it to automatically succeed. In either case, such measures do not cause the illusion to disappear.
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The target of this spell becomes invisible just as with invisibility, but in addition all other creatures within 10 feet of the target at the time of casting (referred to as members of the group) also become invisible. Unlike with normal invisibility, all members can see each other and themselves normally.
If any member negates the effect by attacking or casting a spell, it becomes visible but all other members remain invisible. However, if the original subject takes an action that negates the invisibility, it ends for the entire group. If a member negates its own invisibility, that member will no longer be able to see the still-invisible group members. Moving further than 10 feet from the target also causes a group member to become visible; returning to the area does not reinstate the invisibility.
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When this spell is cast, it creates a quasi-real, birdlike creature. It may appear as a small hawk/falcon or as a large dove, and may be any shade of gray from nearly white to nearly black. It does not fight, but all normal animals shun it and only monstrous ones will attack. The messenger has an Armor Class of 18 and 2 hit points, plus 1 per level of the caster. If it loses all of its hit points, the messenger disappears. The messenger flies at a movement rate of 120 feet per round. It can bear up to one ounce per five full levels of the caster (one ounce up to level 9, two ounces up to level 14, three ounces up to level 19, and four ounces at level 20). When created, the messenger must be given a specific destination, which can be any location on the same plane of existence to which the caster has been at least once (even if he or she was lost at the time). After the caster attaches any message or small item(s) to the legs of the bird, he or she releases it and it flies without error to the specified location. The caster may additionally visualize a specific person whom the messenger will seek out near the target location. Note that this does not allow location of a person; the messenger will fly around the target area looking for the designated creature. The messenger will travel at its maximum movement from the caster to the target location. Distance is no object; the messenger will continue indefinitely until the target area is reached. If a target creature was specified, the messenger will then fly around up to one day per level of the caster looking, until the target creature is found; otherwise the messenger will immediately land in the target area. After it lands the messenger will wait patiently for the message or item(s) to be removed, and then will disappear in a faint puff of smoke or mist. If the item(s) or message are not removed immediately the messenger will disappear anyway after waiting one round per level of the caster, dropping the items on the spot; this will also happen if a target creature is specified and cannot be found (the messenger will land first before this happens so as not to drop any carried objects a great distance).
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The caster conjures a quasi-real horse-like creature. The steed can be ridden only by the caster or by the one person for whom he or she specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it. The mount has an AC of 18 and 12 hit points. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 40 feet per caster level. It can bear its rider’s weight and what he or she carries (the steed cannot carry saddlebags or the like). These mounts gain additional powers according to the caster's level: 8th level: Ability to ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. 10th level: Ability to pass over water as if it were firm, dry ground. 12th level: Ability to travel in the air as if it were firm land instead, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount can not casually take off and fly. 14th level: Ability to fly as if it were a pegasus. A phantom steed’s abilities include those of mounts of lower caster levels; for example, one created by a 13th level caster can pass over water, sand, or mud as well as crossing chasms.
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The caster creates the illusion of a door, which he or she will appear to pass through and close. In reality, the caster becomes invisible (as the spell) when the spell is cast. Any creatures opening the “door” will see an empty 10-foot square room, of similar style to the surrounding area. The caster remains invisible for the duration of the spell, unless, as with an invisibility spell, he or she attacks any creature or casts a spell.
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This spell functions like phantasmal force, except for the following: sound, smell, and thermal effects are included; creatures created do not necessarily disappear when touched, assuming the caster causes the illusion to react appropriately. For instance the caster displays illusory wounds when the image is attacked. The spell will last for 3 rounds after concentration ceases.
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The spell functions like obscurement, but any living creature in the cloud becomes nauseated such that they may not attack, concentrate, cast spells, or do anything other than move. A creature remains nauseated as long as the creature is in the cloud and for 1d4 + 1 rounds after leaving the cloud. A creature may save vs. Spells to avoid the effect of the cloud, but must save every round they remain in the cloud.
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CLAIRVOYANCE | RANGE: 60' |
ILLUSIONIST 3 | DURATION: 12 TURNS |
This spell enables the caster to see into another area through the eyes of a living creature in that area. The caster must specify the direction and approximate distance, up to a maximum of 60' away. If there is no appropriate creature in that area, the spell fails. No saving throw is allowed, and the target creature is unaware that it is being so used. The caster may choose another subject creature after at least a turn has passed, enabling multiple locations to be viewed. If the subject creature moves out of range, contact is lost, though the caster may be able to choose another target in this case.
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COLOR CLOUD | RANGE: 40' (SEE TEXT) |
ILLUSIONIST 3 | DURATION: 1 ROUND/LEVEL |
This spell is similar to color spray. It causes a vivid cloud of clashing colors which cause living creatures in the area of effect (or who enter the area of effect) to become blinded or possibly even unconscious. The cloud covers an area up to 20 feet square or 20 feet in diameter, as chosen by the caster. Each creature within the cloud is affected according to its hit dice:
- 4 HD or less: The creature becomes unconscious for 2d4 rounds, then is blinded for 1d4 rounds.
- 5 to 8 HD: The creature is blinded for 1d4 rounds.
- 9 or more HD: The creature is blinded for 1 round.
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DARKVISION | RANGE: TOUCH |
ILLUSIONIST 3 | DURATION: 1 HOUR/LEVEL |
The subject receives Darkvision with a range of 60' for the duration of the spell.
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DISPLACEMENT | RANGE: TOUCH |
ILLUSIONIST 3 | DURATION: 2 ROUNDS/LEVEL |
When a displacement spell is cast, the caster causes the creature touched to appear 2 feet away from its actual position. This distortion causes all missile and melee combat attacks to be made at -4 on all attacks. It also grants a +2 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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ILLUSORY SCRIPT | RANGE: TOUCH |
ILLUSIONIST 3 | DURATION: PERMANENT |
This spell allows the caster to write whatever they want on whatever they want. The caster specifies who they want to read it. (This can be an individual, class of individuals, a group, etc.) For anyone else this appears to be an unintelligible magical writing of some kind, though an Illusionist will recognize it as an Illusory Script. Any unauthorized creature attempting to read the script must save vs. Spells or fall under the effects of a Suggestion. The Suggestion only applies for 30 minutes and must be very short and simple (for example, “Put this down and leave”).
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ILLUSORY WALL | RANGE: 60' |
ILLUSIONIST 3 | DURATION: PERMANENT |
This spell creates the illusion of a wall, floor, ceiling, or similar surface, covering up to a 10-foot square area, up to 1 foot thick. The section of wall created appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search may reveal the true nature of the surface; the GM may either allow a save vs. Spells to detect the illusion, or if the probing attempt is well devised the GM may allow it to automatically succeed. In either case, such measures do not cause the illusion to disappear.
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INVISIBILITY 10' RADIUS | RANGE: TOUCH |
ILLUSIONIST 3 | DURATION: 1 TURN/LEVEL |
The target of this spell becomes invisible just as with invisibility, but in addition all other creatures within 10 feet of the target at the time of casting (referred to as members of the group) also become invisible. Unlike with normal invisibility, all members can see each other and themselves normally.
If any member negates the effect by attacking or casting a spell, it becomes visible but all other members remain invisible. However, if the original subject takes an action that negates the invisibility, it ends for the entire group. If a member negates its own invisibility, that member will no longer be able to see the still-invisible group members. Moving further than 10 feet from the target also causes a group member to become visible; returning to the area does not reinstate the invisibility.
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PHANTOM MESSENGER | RANGE: SPECIAL |
ILLUSIONIST 3 | DURATION: SPECIAL |
When this spell is cast, it creates a quasi-real, birdlike creature. It may appear as a small hawk/falcon or as a large dove, and may be any shade of gray from nearly white to nearly black. It does not fight, but all normal animals shun it and only monstrous ones will attack. The messenger has an Armor Class of 18 and 2 hit points, plus 1 per level of the caster. If it loses all of its hit points, the messenger disappears. The messenger flies at a movement rate of 120 feet per round. It can bear up to one ounce per five full levels of the caster (one ounce up to level 9, two ounces up to level 14, three ounces up to level 19, and four ounces at level 20). When created, the messenger must be given a specific destination, which can be any location on the same plane of existence to which the caster has been at least once (even if he or she was lost at the time). After the caster attaches any message or small item(s) to the legs of the bird, he or she releases it and it flies without error to the specified location. The caster may additionally visualize a specific person whom the messenger will seek out near the target location. Note that this does not allow location of a person; the messenger will fly around the target area looking for the designated creature. The messenger will travel at its maximum movement from the caster to the target location. Distance is no object; the messenger will continue indefinitely until the target area is reached. If a target creature was specified, the messenger will then fly around up to one day per level of the caster looking, until the target creature is found; otherwise the messenger will immediately land in the target area. After it lands the messenger will wait patiently for the message or item(s) to be removed, and then will disappear in a faint puff of smoke or mist. If the item(s) or message are not removed immediately the messenger will disappear anyway after waiting one round per level of the caster, dropping the items on the spot; this will also happen if a target creature is specified and cannot be found (the messenger will land first before this happens so as not to drop any carried objects a great distance).
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PHANTOM STEED | RANGE: TOUCH |
ILLUSIONIST 3 | DURATION: 1 HOUR/LEVEL |
The caster conjures a quasi-real horse-like creature. The steed can be ridden only by the caster or by the one person for whom he or she specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it. The mount has an AC of 18 and 12 hit points. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 40 feet per caster level. It can bear its rider’s weight and what he or she carries (the steed cannot carry saddlebags or the like). These mounts gain additional powers according to the caster's level: 8th level: Ability to ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. 10th level: Ability to pass over water as if it were firm, dry ground. 12th level: Ability to travel in the air as if it were firm land instead, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount can not casually take off and fly. 14th level: Ability to fly as if it were a pegasus. A phantom steed’s abilities include those of mounts of lower caster levels; for example, one created by a 13th level caster can pass over water, sand, or mud as well as crossing chasms.
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SHADOW DOOR | RANGE: 10' |
ILLUSIONIST 3 | DURATION: 1 ROUND/LEVEL |
The caster creates the illusion of a door, which he or she will appear to pass through and close. In reality, the caster becomes invisible (as the spell) when the spell is cast. Any creatures opening the “door” will see an empty 10-foot square room, of similar style to the surrounding area. The caster remains invisible for the duration of the spell, unless, as with an invisibility spell, he or she attacks any creature or casts a spell.
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SPECTRAL FORCE | RANGE: 180' |
ILLUSIONIST 3 | DURATION: SPECIAL |
This spell functions like phantasmal force, except for the following: sound, smell, and thermal effects are included; creatures created do not necessarily disappear when touched, assuming the caster causes the illusion to react appropriately. For instance the caster displays illusory wounds when the image is attacked. The spell will last for 3 rounds after concentration ceases.
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STINKING CLOUD | RANGE: 100'+10'/LEVEL |
ILLUSIONIST 3 | DURATION: 10 ROUNDS/LEVEL |
The spell functions like obscurement, but any living creature in the cloud becomes nauseated such that they may not attack, concentrate, cast spells, or do anything other than move. A creature remains nauseated as long as the creature is in the cloud and for 1d4 + 1 rounds after leaving the cloud. A creature may save vs. Spells to avoid the effect of the cloud, but must save every round they remain in the cloud.