ILLUSIONIST SPELLS
Level
Seven |
Alter Reality |
Astral Spell |
Prismatic Spray |
Prismatic Wall |
Vision |
Arcane Spells, Level 1 |
ILLUSIONIST SPELLS
Unlike clerical and druidic spells, illusionist spells (also known as Phantasmal spells in the OSRIC system) do not require any special material components. There are some illusionist spells that can be cast within the area of effect of a silence spell, since they have no verbal component.
Alter Reality
Phantasmal Illusion
Level: Illusionist 7
Range: Unlimited
Duration: Varies (GM discretion)
Area of Effect: Varies (GM discretion)
Components: Varies (GM discretion)
Casting Time: Varies (GM discretion)
Saving Throw: Varies (GM discretion)
This spell has the same effect as the magic user spell limited wish, but requires the creation of a phantasmal force prior to casting, which serves as a focus for the spell.
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Arcane Spells, Level 1
Various
Level: Illusionist 7
Range: See below
Duration: See below
Area of Effect: See below
Components: See below
Casting Time: See below
Saving Throw: See below
This spell enables the illusionist to memorise several first level magic user spells in place of one seventh level illusionist spell. The illusionist may substitute a number of magic user spells equal to his or her level minus ten (4 at 14th level, 5 at 15th level, etc.). The mage spells must be chosen at the same time as the Arcane Spells, Level 1 spell is memorised.
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Astral Spell
Phantasmal Transmutation/Alteration
Level: Illusionist 7
Range: Touch
Duration: See below
Area of Effect: One to six creatures
Components: V,S
Casting Time: 3 turns
Saving Throw: None
Except as may be noted above, this spell is identical to the magic user spell of the same name.
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Audible Glamour
Phantasmal Illusion
Level: Illusionist 1
Range: 60 ft + 10 ft/level
Duration: 3 rounds/level
Area of Effect: Hearing range
Components: V,S
Casting Time: 5 segments
Saving Throw: See below
Except as may be noted above, this spell functions in the same manner as the magic user spell of the same name.
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Blindness
Phantasmal Illusion
Level: Illusionist 2
Range: 30 ft
Duration: Permanent
Area of Effect: One creature
Components: V,S
Casting Time: 2 segments
Saving Throw: Negates
This spell causes the subject to become blind, but causes no damage to the eyes themselves. The effect cannot be removed by any spell that restores physical health (such as a healing spell, cure disease, etc), but may be dispelled normally. The caster can end the condition at will.
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Blur
Phantasmal Illusion
Level: Illusionist 2
Range: Caster
Duration: 3 rounds + 1 round/level
Area of Effect: Caster
Components: V,S
Casting Time: 2 segments
Saving Throw: None
The illusionist’s outline becomes blurred, as if seen through shimmering waves of heat. In consequence, the illusionist gains a bonus of +1 against any targeted magical attack. Additionally, any opponent’s first attack against the illusionist will incur a penalty of -4, and subsequent attacks incur a penalty of -2 (after one attack, the opponent has become accustomed to the spell’s distorting effect).
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Change Self
Phantasmal Illusion
Level: Illusionist 1
Range: Caster
Duration: 2d6 rounds + 2 rounds/level
Area of Effect: Caster
Components: V,S
Casting Time: 1 segment
Saving Throw: None
By means of this spell, the illusionist changes his or her appearance into any bipedal humanoid form (although size and weight can only be altered by one foot and 50 lbs, respectively). The illusionist’s face, of course, may be changed as desired, including alterations to make him or her appear identical to an existing person.
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Chaos
Phantasmal Enchantment/Charm
Level: Illusionist 5
Range: 5 ft/level
Duration: 1 round/level
Area of Effect: Up to 40 × 40 ft
Components: V,S,M
Casting Time: 5 segments
Saving Throw: See below
This spell causes a number of creatures in the spell’s area of effect to behave strangely and unpredictably. All creatures in the spell’s area of effect become confused (see below for effect), and only illusionists, fighters, and creatures with an intelligence of 4 or lower are entitled to a saving throw at all. Those entitled to a saving throw must check each round to avoid becoming confused. Creatures that fail their saving throws (if entitled to one at all) act randomly in accordance with the following table:
d% Roll | Action |
01-10 | Attacks the illusionist or his or her allies |
11-20 | Acts normally |
21-50 | Babbles incoherently |
51-70 | Meanders away from caster for a full turn |
71-00 | Attacks nearest creature |
Note: A creature that meanders away is not entitled to further saving throws, but will be freed from the spell’s effects after taking a full turn of movement (at normal speed) away from the caster.
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Colour Spray
Phantasmal Transmutation/Alteration
Level: Illusionist 1
Range: 0
Duration: 1 segment
Area of Effect: Cone, 5 ft wide at origin, 45% arc, 10 ft/level long
Components: V,S,M
Casting Time: 1 segment
Saving Throw: See below
The caster fans out his or her fingers, and a sheet of unearthly-coloured light springs forth. 1d6 creatures caught within the light may be affected, and the spell can only affect 1 hit die of creatures per caster level. Creatures with HD equal to or less than the caster’s are rendered unconscious by the burst of colours. If the creature’s hit dice exceed the caster’s by 1-2, the creature is blinded for 1d4 rounds. If the creature has 3+ hit dice in excess of the caster’s, it is merely stunned for 2d4 segments. Any creature with hit dice exceeding the caster’s (and creatures or 6+ HD regardless of the caster’s level) are entitled to a saving throw.
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Confusion
Phantasmal Enchantment/Charm
Level: Illusionist 4
Range: 80 ft
Duration: 1 round/level
Area of Effect: Up to 40 × 40 ft
Components: V,S,M
Casting Time: 4 segments
Saving Throw: See below
This spell affects a base number of 2d8 creatures. Except as noted above, it is otherwise identical to the druidic spell of the same name.
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Conjure Animals
Phantasmal Conjuration/Summoning
Level: Illusionist 6
Range: 30 ft
Duration: 1 round/level
Area of Effect: Conjured creatures
Components: V,S
Casting Time: 6 segments
Saving Throw: None
Except as may be noted above, this spell is identical to the clerical spell of the same name.
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Continual Darkness
Phantasmal Transmutation/Alteration
Level: Illusionist 3
Range: 60 ft
Duration: Permanent
Area of Effect: 30 ft radius globe
Components: V,S
Casting Time: 3 segments
Saving Throw: None
Except as noted above (particularly the area of effect), this spell is identical to the magic user spell darkness 15 ft radius.
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Continual Light
Phantasmal Transmutation/Alteration
Level: Illusionist 3
Range: 60 ft
Duration: Permanent
Area of Effect: 60 ft radius globe
Components: V,S
Casting Time: 3 segments
Saving Throw: None
Except as may be noted above, this spell is identical to the clerical spell of the same name.
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Dancing Lights
Phantasmal Transmutation/Alteration
Level: Illusionist 1
Range: 40 ft + 10 ft/level
Duration: 2 rounds/level
Area of Effect: 60 ft radius globe
Components: V,S,M
Casting Time: 1 segment
Saving Throw: None
Except as may be noted above, this spell is identical to the magic user spell of the same name.
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Darkness
Phantasmal Transmutation/Alteration
Level: Illusionist 1
Range: 40 ft + 10 ft/level
Duration: 2d4 rounds + 1 round/level
Area of Effect: 15 ft radius globe
Components: V,S
Casting Time: 1 segment
Saving Throw: None
Except as may be noted above, this spell is identical to the magic user spell darkness 15 ft radius.
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Deafness
Phantasmal Illusion
Level: Illusionist 2
Range: 60 ft
Duration: Permanent
Area of Effect: Caster
Components: V,S,M
Casting Time: 2 segments
Saving Throw: Negates
This spell is similar to the illusionist’s blindness spell, but causes deafness. The effect is permanent until removed by dispel magic, though it can be removed by the caster at any time.
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Demi-Shadow Magic
Phantasmal Illusion
Level: Illusionist 6
Range: 60 ft + 10 ft/level
Duration: See below
Area of Effect: See below
Components: V,S
Casting Time: 6 segments
Saving Throw: See below
This spell allows the illusionist to “cast” a quasi-real version of any one of the following arcane spells: cloudkill, cone of cold, magic missile, fireball, lighting bolt, wall of fire, wall of ice.
If a victim fails a saving throw vs spells, the illusion will function as a real version of that spell with regard to the victim. If the saving throw is successful, it will still have a lessened effect due to its quasi-real nature. The offensive spells will inflict 2 hit points per caster level, the wall spells will inflict 1d4 hit points per caster level, and the cloudkill will only kill creatures of fewer than 2 hit dice (no saving throw).
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Demi-Shadow Monsters
Phantasmal Illusion
Level: Illusionist 5
Range: 30 ft
Duration: 1 round/level
Area of Effect: 20 × 20 ft
Components: V,S
Casting Time: 5 segments
Saving Throw: See below
This spell creates partially-real illusory monsters in the same manner as the spell shadow monsters, but the demi- shadow monsters have 40% of normal hit points rather than 20%; if they are detected as only quasi-real, they inflict 40% of normal damage and are AC 8.
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Detect Illusion
Phantasmal Divination
Level: Illusionist 1
Range: Caster
Duration: 3 rounds + 2 rounds/level
Area of Effect: Path 10 ft wide, 10 ft/level long
Components: V,S,M
Casting Time: 1 segment
Saving Throw: None
By means of this spell, the caster sees any illusion for what it truly is. By touching an illusion, the caster can make its true form visible to any observer.
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Detect Invisibility
Phantasmal Divination
Level: Illusionist 1
Range: 10 ft/level
Duration: 5 rounds/level
Area of Effect: Caster
Components: V,S,M
Casting Time: 1 segment
Saving Throw: None
Except as may be noted above, this spell is identical to the magic user spell of the same name.
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Detect Magic
Phantasmal Divination
Level: Illusionist 2
Range: Caster
Duration: 2 rounds/level
Area of Effect: Path 10 ft wide, 60 ft long
Components: V,S
Casting Time: 2 segments
Saving Throw: None
Except as may be noted above, this spell is identical to the clerical spell of the same name.
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Dispel Exhaustion
Phantasmal Illusion
Level: Illusionist 4
Range: Touch
Duration: 3 turns/level
Area of Effect: Up to 4 creatures
Components: V,S
Casting Time: 4 segments
Saving Throw: None
This spell creates a powerful illusion of physical health. Recipients “gain” 50% of any hit points that have been lost, and function for all intents and purposes as if these hit points are real. The illusory hit points are the first to be subtracted if the character sustains damage. At the end of the spell’s duration, the remaining illusory hit points are lost. Additionally, any character under the influence of this spell can move (but not attack) at double the normal speed.
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Dispel Illusion
Phantasmal Abjuration
Level: Illusionist 3
Range: 10 ft/level
Duration: Instantaneous
Area of Effect: One illusion
Components: V,S
Casting Time: 3 segments
Saving Throw: None
This spell automatically dispels phantasmal forces cast by non-illusionists. All other illusion spells are treated as if this spell were a dispel magic (i.e., with a 50% base chance to dispel, adjusted up or down by 2% or 5% respectively, based on relative caster levels).
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Emotion
Phantasmal Enchantment/Charm
Level: Illusionist 4
Range: 10 ft/level
Duration: Until concentration ceases
Area of Effect: Up to 40 × 40 ft
Components: V,S
Casting Time: 4 segments
Saving Throw: Negates
By casting this spell, the illusionist is able to instil others with one of four powerful emotions, each with a different effect, as described below:
- Fear: If the illusionist chooses to instil fear, the spell’s effect is similar to that of the fear spell, but with a -2 penalty applied to saving throws.
- Hate: If the illusionist instils hate, the targets gain a +2 to saving throws, attacks, and damage.
- Hopelessness: The illusionist causes despair in the target creatures, who will wander sadly away or surrender in the face of a challenge such as a combat.
- Rage: Creatures affected by rage attack at +1, gain a damage bonus of +3, and gain a bonus of 5 temporary hit points. Temporary hit points are lost first if the creature incurs damage. The affected creature will not willingly retreat from any combat or any opponent.
Fear
Phantasmal Illusion
Level: Illusionist 3
Range: 0
Duration: See below
Area of Effect: 5 ft × 30 ft × 60 ft cone
Components: V,S
Casting Time: 3 segments
Saving Throw: Negates
Except as may be noted above, this spell is identical to the magic user spell of the same name.
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Fog Cloud
Phantasmal Transmutation/Alteration
Level: Illusionist 2
Range: 10 ft
Duration: 4 rounds + 1 round/level
Area of Effect: 40 × 20 × 20 ft cloud
Components: V,S
Casting Time: 2 segments
Saving Throw: None
This spell creates a roiling mass of gas and vapour, similar in appearance to a cloudkill spell. The fog cloud moves away from the caster at 10 ft/round. Vision into the fog is limited to 2 ft.
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Gaze Reflection
Phantasmal Transmutation/Alteration
Level: Illusionist 1
Range: 0
Duration: 1 round
Area of Effect: Air in front of caster
Components: V,S
Casting Time: 1 segment
Saving Throw: None
The air immediately in front of the caster takes on a mirror’s ability to reflect gaze attacks back upon the attacker. The area does not create a reflective surface to normal sight, and it can be seen through by the caster and by other observers, except those using gaze attacks.
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Hallucinatory Terrain
Phantasmal Illusion
Level: Illusionist 3
Range: 20 ft + 20 ft/level
Duration: See below
Area of Effect: 40 × 40 ft square area + 10 ft square/level
Components: V,S,M
Casting Time: 5 rounds
Saving Throw: None
Except as may be noted above, this spell is identical to the magic user spell of the same name.
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Hypnotic Pattern
Phantasmal Illusion
Level: Illusionist 2
Range: 0
Duration: See below
Area of Effect: 30 × 30 ft square
Components: S,M
Casting Time: 2 segments
Saving Throw: Negates
The illusionist traces magical patterns in the air with a lit stick of incense or other small light source. Any creature in the area of effect that looks at the traceries of light must make a saving throw or stay transfixed by the patterns. The spell can affect a maximum of 25 hit dice worth of creatures, and its effect persists for so long as the caster chooses to continue tracing the patterns in the air.
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Hypnotism
Phantasmal Enchantment/Charm
Level: Illusionist 1
Range: 30 ft
Duration: 1 round + 1 round/level
Area of Effect: 1d6 creatures
Components: V,S
Casting Time: 1 segment
Saving Throw: Negates
The gestures of this spell weave a hypnotic power into the illusionist’s words, affecting 1d6 creatures. Those not making their saving throws are subject to a suggestion made by the illusionist, identical to that made in the magic user spell suggestion (but with a much shorter duration). The only indication about whether a creature has been affected by the hypnotism is whether or not it responds to the suggestion.
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Illusory Script
Phantasmal Illusion
Level: Illusionist 3
Range: 0
Duration: Permanent
Area of Effect: Enchanted script
Components: V,S,M
Casting Time: Time of writing
Saving Throw: None
This is an enchantment placed upon a piece of writing to guard its true contents from prying eyes. The illusionist may specify a particular person, group of people, type of person, etc., that will be allowed to read the script without risking the adverse effects of the spell. All others will perceive the script as an undecipherable language, which causes confusion (as per the spell) for 5d4 turns (minus one per hit die of the reader). An illusionist can recognize the script as illusory early enough to avoid the confusion effect, but cannot necessarily see past the illusion.
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Improved Invisibility
Phantasmal Illusion
Level: Illusionist 4
Range: Touch
Duration: 4 rounds + 1 round/level
Area of Effect: One creature
Components: V,S
Casting Time: 4 segments
Saving Throw: None
This spell functions in the same manner as the invisibility spell, but is not terminated if the invisible creature attacks.
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Improved Phantasmal Force
Phantasmal Illusion
Level: Illusionist 2
Range: 60 ft + 10/level
Duration: See below
Area of Effect: 40 × 40 ft square + 10 ft square/level
Components: V,S,M
Casting Time: 2 segments
Saving Throw: See below
This spell produces a phantasm as described in the phantasmal force spell description. This more powerful evocation of phantasmal magic allows the caster to weave vague sounds into the illusion and to maintain the illusion even if moving at up to half his or her normal movement rate.
Speech cannot be created, but clanking noises, rumblings, and other such sounds can be incorporated into the illusion. The spell also allows the illusionist to force the illusion to remain in existence for up to two rounds after he or she ceases to concentrate upon it.
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Invisibility
Phantasmal Illusion
Level: Illusionist 2
Range: Touch
Duration: See below
Area of Effect: One creature
Components: V,S
Casting Time: 2 segments
Saving Throw: None
Except as may be noted above, this spell is identical to the magic user spell of the same name.
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Invisibility, 10 ft Radius
Phantasmal Illusion
Level: Illusionist 3
Range: Touch
Duration: See below
Area of Effect: 10 ft radius of creature touched
Components: V,S
Casting Time: 3 segments
Saving Throw: None
Except as may be noted above, this spell is identical to the magic user spell of the same name.
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Light
Phantasmal Transmutation/Alteration
Level: Illusionist 1
Range: 60 ft
Duration: 1 turn/level
Area of Effect: 20 ft radius
Components: V,S
Casting Time: 1 segment
Saving Throw: None
Except as may be noted above, this spell is identical to the clerical spell light.
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Magic Mouth
Phantasmal Transmutation/Alteration
Level: Illusionist 2
Range: See below
Duration: Permanent until triggered
Area of Effect: One object
Components: V,S,M
Casting Time: 2 segments
Saving Throw: None
Except as may be noted above, this spell is identical to the magic user spell of the same name.
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Major Creation
Phantasmal Transmutation/Alteration
Level: Illusionist 5
Range: 10 ft
Duration: 6 turns/level
Area of Effect: 1 cubic ft/level
Components: V,S,M
Casting Time: 1 turn
Saving Throw: None
This spell is simply a more powerful version of minor creation, allowing the caster to create objects of mineral as well as of vegetable origin.
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Mass Suggestion
Phantasmal Enchantment/Charm
Level: Illusionist 6
Range: 10 ft/level
Duration: 4 turns + 4 turns/level
Area of Effect: One creature/ level
Components: V,M
Casting Time: 6 segments
Saving Throw: Negates
This spell functions in the same manner as suggestion, but influences multiple creatures. If all of the spell’s power is concentrated upon a single creature, the spell simply functions as a powerful suggestion spell, with the saving throw made at -2.
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Massmorph
Phantasmal Illusion
Level: Illusionist 4
Range: 10 ft/level
Duration: See below
Area of Effect: Up to 10 × 10 ft/level
Components: V,S
Casting Time: 4 segments
Saving Throw: None
Except as may be noted above, this spell is identical to the magic user spell of the same name.
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Maze
Phantasmal Conjuration/Summoning
Level: Illusionist 5
Range: 5 ft/level
Duration: See below
Area of Effect: One creature
Components: V,S
Casting Time: 5 segments
Saving Throw: None
Other than as may be noted above, this spell is identical to the magic user spell of the same name.
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Minor Creation
Phantasmal Transmutation/Alteration
Level: Illusionist 4
Range: Touch
Duration: 6 turns/level
Area of Effect: 1 cubic ft/level
Components: V,S,M
Casting Time: 1 turn
Saving Throw: None
With a small piece of material, the caster may use this spell to create an object made of that same material. The base material cannot be alive and must come from a plant. Thus, within the caster’s limits on the item’s volume, he or she could create a basket from a piece of straw, a door or club from a splinter of wood, a cloak from a piece of wool, etc. The item exists only for the duration of the spell.
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Mirror Image
Phantasmal Illusion
Level: Illusionist 2
Range: Caster
Duration: 3 rounds/level
Area of Effect: 6 ft radius
Components: V,S
Casting Time: 2 segments
Saving Throw: None
Except for the duration and number of images (1d4+1), this spell is identical to the magic user spell of the same name.
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Misdirection
Phantasmal Illusion
Level: Illusionist 2
Range: 30 ft
Duration: 1 round/level
Area of Effect: One object or creature
Components: V,S
Casting Time: 2 segments
Saving Throw: Negates
This spell is cast upon an object or creature to mislead any form of divination spells. If the caster or user of the divination magic fails a saving throw, he or she will obtain a false result from the divination; a lie will be detected as truth, the wrong alignment perceived, the wrong location divined, etc.
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Non-Detection
Phantasmal Abjuration
Level: Illusionist 3
Range: Caster
Duration: 1 turn/level
Area of Effect: 5 ft radius
Components: V,S,M
Casting Time: 3 segments
Saving Throw: None
This spell shields the caster from the prying eyes of scrying magics, making him or her invisible to divination spells and other means of magical spying such as crystal balls and thought detection.
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Paralysation
Phantasmal Illusion
Level: Illusionist 3
Range: 10 ft/level
Duration: Permanent
Area of Effect: 20 × 20 ft
Components: V,S
Casting Time: 3 segments
Saving Throw: Negates
A certain number of creatures within the spell’s area of effect are frozen in place, magically convinced that they cannot move. The caster can affect creatures with a total number of hit dice equal to twice his caster level. Each creature is entitled to a saving throw against the spell. The illusionist can end the paralysis at any time; otherwise a dispel magic (or dispel illusion) spell is the only way to remove the paralysis.
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Permanent Illusion
Phantasmal Illusion
Level: Illusionist 6
Range: 30 ft
Duration: Permanent
Area of Effect: 40 × 40 ft square + 10 × 10 ft square/level
Components: V,S,M
Casting Time: 6 segments
Saving Throw: See below
Except as noted otherwise above, this spell functions as a spectral force spell requiring no concentration to maintain.
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Phantasmal Force
Phantasmal Illusion
Level: Illusionist 1
Range: 60 ft + 10 ft/level
Duration: See below
Area of Effect: 40 × 40 ft square + 10 × 10 ft square/level
Components: V,S,M
Casting Time: 1 segment
Saving Throw: See below
Except as noted above, this spell is identical to the magic user spell phantasmal force.
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Phantasmal Killer
Phantasmal Illusion
Level: Illusionist 4
Range: 5 ft/level
Duration: 1 round/level
Area of Effect: One creature
Components: V,S
Casting Time: 4 segments
Saving Throw: See below
The caster creates a personal nightmare creature for the spell’s victim, drawn from the victim’s own worst fears.
The creature is visible only to the victim and the caster. When the phantasmal killer takes shape, the victim is entitled to roll 3d6 and compare the result to his or her intelligence ability score. If the die roll is less than the victim’s intelligence, the victim realizes that the killer is actually an illusion and cannot be harmed by it. Certain modifiers apply to this roll (note that a negative modifier increases the chance for successfully disbelieving the apparition):
(A) -2 if the target is an illusionist;
(B) +1 if the target is caught by surprise;
(C) -1 if the target has previously been attacked by a phatasmal killer.
(B) +1 if the target is caught by surprise;
(C) -1 if the target has previously been attacked by a phatasmal killer.
The wisdom bonus against mental attacks applies (subtract the bonus from the die roll instead of adding it, of course).
Provided that the victim fails his or her saving throw, the phantasmal killer proceeds to attack as a 4 HD monster. If it hits the target, he or she will automatically die from fright. The apparition is not vulnerable to damage and cannot be escaped. It disappears at the end of the spell’s duration, or at any time the caster dismisses it, or when the caster is killed or rendered unconscious.
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Prismatic Spray
Phantasmal Abjuration
Level: Illusionist 7
Range: 0
Duration: Instantaneous
Area of Effect: 70 ft × 15 ft × 5 ft spray
Components: V,S
Casting Time: 7 segments
Saving Throw: See below
Holding out his or her hand, fingers fanned out, the caster evokes a spray of colours identical to those of the prismatic wall. All creatures in the path of the spell will be struck by one of the rays, determined randomly.
Colour of Ray | Effect of Colour |
1 Red | Deals 20 points of damage (saving throw for half damage) |
2 Orange | Deals 40 points of damage (saving throw for half damage) |
3 Yellow | Deals 80 points of damage (saving throw for half damage) |
4 Green | Poison (saving throw or die) |
5 Blue | Turns to stone (saving throw negates) |
6 Indigo | Causes insanity (saving throw negates) |
7 Violet | Creatures sent to another plane (saving throw negates) |
8 Two colours | Roll twice, ignoring this result |
Prismatic Wall
Phantasmal Abjuration
Level: Illusionist 7
Range: 10 ft
Duration: 1 turn/level
Area of Effect: See below
Components: V,S,M
Casting Time: 7 segments
Saving Throw: None
This spell is similar to the magic user spell prismatic sphere, but it creates a wall rather than a sphere, up to 40 ft/caster level in length and 20 ft/caster level in height.
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Programmed Illusion
Phantasmal Illusion
Level: Illusionist 6
Range: 10 ft /level
Duration: See below
Area of Effect: 40 × 40 ft square + 10 × 10 ft square/level
Components: V,S,M
Casting Time: 6 segments
Saving Throw: See below
This spell specifies a particular trigger event (in the same manner as the magic user spell magic mouth). When the trigger event occurs, an illusion prepared in advance by the caster, identical to a spectral force, comes into being. The illusion lasts 1 round/caster level.
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Project Image
Phantasmal Illusion
Level: Illusionist 5
Range: 5 ft/level
Duration: 1 round/level
Area of Effect: See below
Components: V,S,M
Casting Time: 5 segments
Saving Throw: None
Other than as may be noted above, this spell is identical to the magic user spell of the same name.
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Rope Trick
Phantasmal Transmutation/Alteration
Level: Illusionist 3
Range: Touch
Duration: 2 turns/level
Area of Effect: One piece of rope
Components: V,S,M
Casting Time: 3 segments
Saving Throw: None
Except as may be noted above, this spell is identical to the magic user spell of the same name.
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Shades
Phantasmal Illusion
Level: Illusionist 6
Range: 30 ft
Duration: 1 round/level
Area of Effect: 20 × 20 ft
Components: V,S
Casting Time: 6 segments
Saving Throw: See below
This spell creates partially-real illusory monsters in the same manner as the spell shadow monsters, but shades have 60% of normal hit points rather than 20%. If they are detected as only quasi-real, they inflict 60% of normal damage and are AC 6.
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Shadow Door
Phantasmal Illusion
Level: Illusionist 5
Range: 10 ft
Duration: 1 round/level
Area of Effect: Magic door
Components: S
Casting Time: 2 segments
Saving Throw: None
With a mystical gesture, the illusionist creates an illusory door (either in a wall or free-standing). If the illusionist steps through, he or she disappears from sight and may go where he or she pleases. If anyone else opens the door, they will perceive a small empty room. The caster’s invisibility after passing through the shadow door is particularly powerful and cannot be seen by use of detect invisibility, although he or she can be seen with more powerful divination magic.
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Shadow Magic
Phantasmal Illusion
Level: Illusionist 5
Range: 50 ft + 10 ft/level
Duration: See below
Area of Effect: See below
Components: V,S
Casting Time: 5 segments
Saving Throw: See below
The caster employs his or her ability to draw upon the shadow planes, adding an element of quasi-reality to an illusory spell. The “spell” may be one of a limited group: cone of cold, fireball, lightning bolt, or magic missile. The illusory spell will inflict normal damage upon creatures in the area of effect for that spell unless a saving throw is successful (note that the targets only receive a saving throw against the illusion, and do not obtain an additional saving throw for the illusory spell’s effect). If the saving throw against the illusion is successful, the target will take only 1 hit point of damage per caster level.
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Shadow Monsters
Phantasmal Illusion
Level: Illusionist 4
Range: 30 ft
Duration: 1 round/level
Area of Effect: 20 × 20 ft
Components: V,S
Casting Time: 4 segments
Saving Throw: See below
This is the first spell an illusionist can learn that draws upon the power of shadow planes behind the material plane of existence. This sort of magic is the hallmark of the truly powerful illusionist, for by tapping the power of the shadow planes an illusionist can weave quasi-reality into his or her phantasms. At this level of power, the illusionist can begin to reshape reality by the power of his or her mind.
The shadow monsters created by the spell are selected by the caster (subject to the GM’s discretion). The total hit dice of the monsters cannot exceed the caster’s level, and all of them must be the same kind of monster. Shadow monsters have only 20% of normal hit dice (multiply by .2 and round up). Anyone seeing a shadow monster is entitled to a saving throw to realize that the creature is only partially real. If shadow creatures attack someone who fails the saving throw, they strike and inflict damage as the type of creature they appear to be (excluding magical attacks such as breath weapons). If they attack someone who has succeeded in making a saving throw, they are treated as AC 10 and inflict only 20% (multiply by .2 and round up) of normal damage for that sort of creature.
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Spectral Force
Phantasmal Illusion
Level: Illusionist 3
Range: 60 ft + 10 ft/level
Duration: See below
Area of Effect: 40 × 40 ft square + 10 × 10 ft square/ level
Components: V,S,M
Casting Time: 3 segments
Saving Throw: See below
This spell functions in the same manner as improved phantasmal force, but it is a more powerful evocation of the same magic. The illusionist can include sounds, smells, and heat (or cold) into the illusion, making it very believable. The spectral force can linger for 3 rounds after the illusionist ceases to concentrate upon it.
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Suggestion
Phantasmal Enchantment/Charm
Level: Illusionist 3
Range: 30 ft
Duration: 4 turns + 4 turns/level
Area of Effect: One creature
Components: V,M
Casting Time: 3 segments
Saving Throw: Negates
Except as noted above, this spell is identical to the magic user spell of the same name.
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Summon Shadow
Phantasmal Conjuration/Summoning
Level: Illusionist 5
Range: 10 ft
Duration: 1 round + 1 round/level
Area of Effect: Summoned shadows
Components: V,S,M
Casting Time: 5 segments
Saving Throw: None
This spell summons 1 undead shadow per caster level from the shadow planes. The shadows are under the illusionist’s command and will do his or her bidding. If turned, they will return to the shadow plane whence they came.
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True Sight
Phantasmal Divination
Level: Illusionist 6
Range: Touch
Duration: 1 round/level
Area of Effect: 60 ft
Components: V,S
Casting Time: 3 segments
Saving Throw: None
This spell is identical in function (other than as may be noted above) to the clerical spell true seeing, except that the illusionist cannot discern alignments, for this spell is not of a spiritual nature.
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Veil
Phantasmal Illusion
Level: Illusionist 6
Range: 10 ft/level
Duration: 1 turn/level
Area of Effect: 20 × 20 ft/level
Components: V,S
Casting Time: 3 segments
Saving Throw: None
Veil is an extremely powerful spell of the same type as hallucinatory terrain, which alters the appearance of an area and everything in it, including people and other creatures. The illusion will fool even the sense of touch.
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Ventriloquism
Phantasmal Illusion
Level: Illusionist 2
Range: 10 ft/level, to a maximum of 90 ft
Duration: 4 rounds + 1 round/level
Area of Effect: One object
Components: V,M
Casting Time: 2 segments
Saving Throw: None
Except as may be noted above, this spell is identical to the magic user spell of the same name.
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Vision
Phantasmal Divination
Level: Illusionist 7
Range: Caster
Duration: See below
Area of Effect: Caster
Components: V,S,M
Casting Time: 7 segments
Saving Throw: None
By means of this spell, the illusionist gazes beyond reality itself, seeking patterns that will give him or her the answer to a question. 3d6 are rolled, and if the result is 10 or higher, he or she gains significant insights about the answer to the question. Gazing into the patterns beyond reality is a risky proposition, however; if the result of the die roll is from 2-6, the illusionist becomes obsessed with performing a task, and is treated as being under a geas spell until the random task is completed. If the roll is from 7-9 there is no result at all from the divination; the illusionist discerns no useful patterns, and suffers no ill effects from the attempt.
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Wall of Fog
Phantasmal Transmutation/Alteration
Level: Illusionist 1
Range: 30 ft
Duration: 2d4 rounds + 1 round/level
Area of Effect: 20 ft/level cube
Components: V,S,M
Casting Time: 1 segment
Saving Throw: None
The illusionist creates a curtain of obscuring fog in the area of effect. Vision of all kinds is reduced to 2 ft through the swirling vapour. The fog can be affected by normal or magical wind and breezes.
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