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1st Level SpellsAudible GlamourP.P.E. Cost: 1 Level: 1 Range: 60 feet + 1 foot/level Duration: 3 rounds/level Area of Effect: Hearing range Saving Throw: Special Description: This spell creates a volume of sound that seems to emanate from a specific point or move through space as desired. The spell's volume depends on the caster's experience level, starting with the noise of four men at 1st level. The caster can create sounds like talking, marching, animal noises, and more. The sounds can be used to distract, mislead, or entertain. Those who disbelieve may hear a faint false sound, but the illusionist can alter the sound to make it more convincing. Change SelfP.P.E. Cost: 1 Level: 1 Range: 0 Duration: 2-12 rounds + 2 rounds/level Area of Effect: The illusionist Saving Throw: None Description: This spell enables the illusionist to alter the appearance of their form, including clothing and equipment, to appear 1 foot shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The illusionist can change their hair color, facial features, and even mimic specific individuals. The spell is useful for disguise, infiltration, or escaping detection. Color SprayP.P.E. Cost: 1 Level: 1 Range: 10 feet/level Duration: 1 segment Area of Effect: Special Saving Throw: Special Description: The illusionist causes a vivid fan-shaped spray of clashing colors to spring forth from their hand. From 1 to 6 creatures within the area of effect can be affected. The spell caster can affect 1 level or hit die of creatures for each of their levels of experience. Affected creatures may be struck unconscious, blinded, or stunned depending on their level relative to the caster. The spell can be used to incapacitate enemies or create a dazzling display. Dancing LightsP.P.E. Cost: 1 Level: 1 Range: 40 feet + 10 feet/level Duration: 2 rounds/level Area of Effect: Special Saving Throw: None Description: The caster conjures up to four floating lights that resemble torch flames, glowing orbs, or a faintly humanoid shape. These lights can be directed by the caster to move around within the spell's range, including turning corners. The lights can be used to illuminate dark areas, signal allies, or create eerie effects to frighten or confuse opponents. DarknessP.P.E. Cost: 1 Level: 1 Range: 10 feet/level Duration: 2-8 rounds + 1 round/level Area of Effect: 75-foot radius globe Saving Throw: None Description: This spell creates a globe of impenetrable darkness, similar to the second level magic-user spell of darkness. The darkness blocks all light, including magical light, and prevents vision within its area. It can be used to obscure vision, create cover, or disorient enemies. Detect IllusionP.P.E. Cost: 1 Level: 1 Range: Touch Duration: 3 rounds + 2 rounds/level Area of Effect: Line of sight 10 feet wide Saving Throw: None Description: The illusionist can see an illusion and know it for exactly what it is. This spell can also enable others to see illusions as unreal if the spell caster touches the creature with both hands while the creature looks at the illusion. The spell is useful for revealing hidden traps, disguises, or false images created by other illusionists. Detect InvisibilityP.P.E. Cost: 1 Level: 1 Range: 70 feet/level Duration: 5 rounds Area of Effect: 10-foot path Saving Throw: None Description: This spell allows the caster to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. It also enables the caster to detect hidden or concealed creatures. The spell is useful for locating invisible enemies, hidden doors, or concealed items. Gaze ReflectionP.P.E. Cost: 1 Level: 1 Range: 40 feet Duration: 1 round Area of Effect: Special Saving Throw: None Description: The gaze reflection spell creates a mirror-like area of air before the illusionist. Any gaze attack, such as that of a basilisk or a medusa, will be reflected back upon the gazer if it looks upon the spell caster. The spell can be used to protect against gaze attacks or to turn the attack back on the enemy. HypnotismP.P.E. Cost: 1 Level: 1 Range: 30 feet Duration: 1 round + 1 round/level Area of Effect: One to six creatures Saving Throw: Standard Description: The gestures of the illusionist, along with their droning incantation, cause from 1 to 6 creatures to become susceptible to suggestion. The suggestion must be given after the hypnotism spell is cast. The spell can be used to influence the actions of others, making them more likely to follow commands or suggestions. LightP.P.E. Cost: 1 Level: 1 Range: 60 feet Duration: 1 turn/level Area of Effect: 20-foot radius globe Saving Throw: None Description: Creates a glowing light source, illuminating the surrounding area in a 20-foot radius globe. It functions like the cleric's Light spell. The light can be used to brighten dark areas, reveal hidden objects, or signal allies. Phantasmal ForceP.P.E. Cost: 1 Level: 1 Range: 60 feet + 1 foot/level Duration: Special Area of Effect: 40 square feet + 10 square feet/level Saving Throw: Special Description: This spell creates a visual illusion of any object, creature, or force within the area of effect, which affects all creatures who believe in it. The illusion does not produce sound, smell, or temperature. The spell can be used to create convincing illusions to deceive, frighten, or mislead enemies. Wall of FogP.P.E. Cost: 1 Level: 1 Range: 30 feet Duration: 2-8 rounds + 1 round/level Area of Effect: Special Saving Throw: None Description: The illusionist creates a wall of misty vapors in whatever area within the spell range they desire. The wall of fog obscures all sight, normal and/or infravision, beyond 2 feet. The spell can be used to create cover, block vision, or disorient enemies. Affect Normal FiresP.P.E. Cost: 1 Level: 1 Range: 60 feet Duration: 1 turn/level Area of Effect: 20-foot radius Saving Throw: None Description: The illusionist creates the illusion of controlling and manipulating normal fires, increasing or decreasing their size and intensity. The fires appear to grow or shrink, but they do not actually change in temperature or cause additional damage. The spell can be used to intimidate or deceive enemies. Burning HandsP.P.E. Cost: 1 Level: 1 Range: 10 feet Duration: 1 round Area of Effect: Fan-shaped area Saving Throw: Special Description: The illusionist creates the illusion of their hands becoming engulfed in flames, causing fire damage to creatures in a fan-shaped area. The flames appear real and can cause creatures to react as if they are burned, but no actual damage is inflicted. The spell can be used to frighten or distract enemies. Charm PersonP.P.E. Cost: 1 Level: 1 Range: 30 feet Duration: 1 hour/level Area of Effect: One humanoid creature Saving Throw: Negates Description: The illusionist creates the illusion that charms a humanoid creature, making it regard the caster as a trusted friend and ally. The creature believes it is working with an ally and acts accordingly, but the illusion does not actually alter its mind. The spell can be used to manipulate or deceive others. EnlargeP.P.E. Cost: 1 Level: 1 Range: 30 feet Duration: 1 minute/level Area of Effect: One creature or object Saving Throw: Negates Description: The illusionist creates the illusion of increasing the size of a creature or object, enhancing its strength and reach. The creature or object appears larger and more imposing, but its actual size and abilities remain unchanged. The spell can be used to intimidate or deceive enemies. EraseP.P.E. Cost: 1 Level: 1 Range: Touch Duration: Instantaneous Area of Effect: One surface Saving Throw: None Description: The illusionist creates the illusion of removing magical or mundane writing from a surface. The writing appears to vanish, but it remains intact and readable to those who disbelieve the illusion. The spell can be used to deceive others into believing the writing has been erased. Feather FallP.P.E. Cost: 1 Level: 1 Range: 60 feet Duration: 1 minute/level Area of Effect: 10-foot radius Saving Throw: None Description: The illusionist creates the illusion of slowing the descent of falling creatures or objects, preventing damage from a fall. The creatures or objects appear to float gently to the ground, but they will still take damage if they fall from a significant height. The spell can be used to deceive others into believing they are safe from falling. FriendsP.P.E. Cost: 1 Level: 1 Range: Self Duration: 1 hour/level Area of Effect: Special Saving Throw: None Description: The illusionist creates the illusion of temporarily increasing their charisma, making others more friendly and cooperative. The illusionist appears more charming and persuasive, but their actual charisma remains unchanged. The spell can be used to manipulate or deceive others. Hold PortalP.P.E. Cost: 1 Level: 1 Range: 60 feet Duration: 1 hour/level Area of Effect: One door, gate, or portal Saving Throw: None Description: The illusionist creates the illusion of magically holding a door, gate, or other portal shut, preventing it from being opened. The portal appears to be sealed, but it can still be opened by those who disbelieve the illusion. The spell can be used to deceive others into believing the portal is locked. Magic MissileP.P.E. Cost: 1 Level: 1 Range: 60 feet Duration: Instantaneous Area of Effect: One target Saving Throw: Special Description: The illusionist creates the illusion of magical missiles that automatically hit and deal force damage to a target. The missiles appear to strike the target, causing it to react as if injured, but no actual damage is inflicted. The spell can be used to frighten or distract enemies. MendingP.P.E. Cost: 1 Level: 1 Range: Touch Duration: Instantaneous Area of Effect: One object Saving Throw: None Description: The illusionist creates the illusion of repairing small breaks or tears in objects. The object appears to be mended, but the damage remains unchanged. The spell can be used to deceive others into believing the object has been repaired. MessageP.P.E. Cost: 1 Level: 1 Range: 60 feet Duration: 1 round/level Area of Effect: One creature Saving Throw: None Description: The illusionist creates the illusion of sending a whispered message to a creature within range, which only the target can hear. The target believes they have received a message, but no actual communication occurs. The spell can be used to deceive others into believing they have received a secret message. Nystul's Magic AuraP.P.E. Cost: 1 Level: 1 Range: Touch Duration: 1 hour/level Area of Effect: One object or creature Saving Throw: None Description: The illusionist creates the illusion of changing the magical aura of an object or creature, making it appear magical or non-magical. The aura appears altered, but the actual properties of the object or creature remain unchanged. The spell can be used to deceive others into believing the object or creature has different magical properties. Read MagicP.P.E. Cost: 1 Level: 1 Range: Self Duration: 10 minutes/level Area of Effect: Special Saving Throw: None Description: The illusionist creates the illusion of deciphering magical inscriptions on objects, scrolls, or other surfaces. The illusionist appears to understand and interpret the writing, but they do not actually gain any knowledge from it. The spell can be used to deceive others into believing the illusionist has deciphered magical text. ShieldP.P.E. Cost: 1 Level: 1 Range: Self Duration: 1 minute/level Area of Effect: Special Saving Throw: None Description: The illusionist creates the illusion of an invisible barrier of force that protects against attacks and spells. The barrier appears to shield the illusionist, but it provides no actual protection. The spell can be used to deceive others into believing the illusionist is protected by a magical shield. Shocking GraspP.P.E. Cost: 1 Level: 1 Range: Touch Duration: Instantaneous Area of Effect: One creature Saving Throw: Special Description: The illusionist creates the illusion of delivering an electrical shock to a creature they touch, dealing lightning damage. The creature reacts as if shocked, but no actual damage is inflicted. The spell can be used to frighten or distract enemies. Second Level SpellsBlindnessP.P.E. Cost: 2 Level: 2 Range: 30 feet Duration: Special Area of Effect: One creature Saving Throw: Negates Description: The blindness spell causes the recipient creature to become blind, seeing only grayness. Various cure spells will not remove this effect; only a dispel magic or the spell caster can do away with the blindness if the creature fails its initial saving throw. The spell can be used to incapacitate enemies or hinder their ability to fight. BlurP.P.E. Cost: 2 Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Area of Effect: Self Saving Throw: Standard Description: The illusionist causes the outline of their form to become blurred, shifting and wavery. 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 allows a +1 on the saving throw die roll for any direct magical attack. The spell can be used to make the illusionist harder to hit and avoid damage. DeafnessP.P.E. Cost: 2 Level: 2 Range: 60 feet Duration: Special Area of Effect: One creature Saving Throw: Negates Description: The deafness spell causes the recipient creature to become totally deaf and unable to hear any sounds. This deafness can be removed only by means of a dispel magic or by the spell caster. The victim is allowed a saving throw. The spell can be used to hinder communication or disorient enemies. Detect MagicP.P.E. Cost: 2 Level: 2 Range: 0 Duration: 2 rounds/level Area of Effect: 10-foot path, 60 feet long Saving Throw: None Description: The caster can sense magical auras within a 10-foot path. This spell reveals only the presence of magic, not specific details about it. The spell can be used to detect hidden magical items, traps, or enchantments. Fog CloudP.P.E. Cost: 2 Level: 2 Range: 10 feet Duration: 4 rounds + 1 round/level Area of Effect: 40 feet wide, 20 feet high, 20 feet deep Saving Throw: None Description: The fog cloud is a billowing mass of misty vapors that obscures vision, similar to a wall of fog. The spell caster creates the fog cloud, which moves away from them at 10 feet per round. The spell can be used to create cover, block vision, or disorient enemies. Hypnotic PatternP.P.E. Cost: 2 Level: 2 Range: 0 Duration: Special Area of Effect: 30-foot x 30-foot square area Saving Throw: Negates Description: The illusionist creates a weaving, turning pattern of subtle colors in the air. This hypnotic pattern causes any creature looking at it to become fascinated and stand gazing at it as long as the spell caster maintains the shifting interplay of glowing lines. The spell can captivate a maximum of 24 levels or hit dice of creatures. The spell can be used to distract or incapacitate enemies. Improved Phantasmal ForceP.P.E. Cost: 2 Level: 2 Range: 60 feet + 10 feet/level Duration: Special Area of Effect: 40 square feet + 10 square feet/level Saving Throw: Special Description: The spell caster can maintain the illusion with minimal concentration, allowing them to move at half normal speed. Some minor sounds are included in the effects of the spell, but not understandable speech. The illusion persists for 2 rounds after the caster ceases concentration. The spell can be used to create convincing illusions to deceive, frighten, or mislead enemies. InvisibilityP.P.E. Cost: 2 Level: 2 Range: Touch Duration: Special Area of Effect: Creature touched Saving Throw: None Description: The spell allows the caster to become invisible or to grant invisibility to another creature they touch. The target becomes undetectable by normal sight, night-vision, or infravision, although magical or innate abilities can reveal them. The spell ends if the caster or recipient attacks any creature, the duration elapses, the caster or recipient willingly cancels it, or it is dispelled or magically disrupted. The spell can be used for stealth, escape, or surprise attacks. Magic MouthP.P.E. Cost: 2 Level: 2 Range: Special Duration: Special Area of Effect: One object Saving Throw: None Description: The caster imbues an object with an enchanted mouth that speaks a message when a specified event occurs. The message can be up to 25 words and delivered over one melee round. The spell lasts until the speak command is fulfilled. The spell can be used for communication, warnings, or traps. Mirror ImageP.P.E. Cost: 2 Level: 2 Range: 0 Duration: 3 rounds/level Area of Effect: 6-foot radius of spell caster Saving Throw: None Description: The caster creates 2 to 8 exact duplicates of themselves. These images do exactly what the caster does. When an image is struck by an attack, it disappears, but other existing images remain intact until struck. The spell can be used to confuse enemies and avoid attacks. MisdirectionP.P.E. Cost: 2 Level: 2 Range: 30 feet Duration: 1 round/level Area of Effect: Special Saving Throw: Negates Description: The illusionist misdirects the information from a detection-type spell, causing it to indicate the wrong area, creature, or the opposite of the truth. The misdirection takes place if the caster of the detection-type spell fails their saving throw. The spell can be used to deceive enemies and avoid detection. VentriloquismP.P.E. Cost: 2 Level: 2 Range: 10 feet/level, maximum 90 feet Duration: 4 rounds + 1 round/level Area of Effect: One object Saving Throw: None Description: The caster can make their voice (or another's voice or sound) appear to come from any object, tree, animal, or inanimate entity, or even from a different location. A listener has a 10% chance per point of Intelligence over 12 to detect the ruse. The spell can be used for deception, communication, or distraction. Third Level SpellsContinual DarknessP.P.E. Cost: 4 Level: 3 Range: 60 feet Duration: Permanent Area of Effect: 30-foot radius globe Saving Throw: None Description: This spell creates a globe of impenetrable darkness. The effects are similar to the second level magic-user spell, darkness, but the duration is permanent. The spell can be used to create permanent cover, obscure vision, or disorient enemies. Continual LightP.P.E. Cost: 4 Level: 3 Range: 60 feet Duration: Permanent Area of Effect: 60-foot radius globe Saving Throw: None Description: This spell creates a permanent light source, illuminating the surrounding area in a 60-foot radius globe. It functions like the second level cleric continual light spell. The spell can be used to create permanent illumination, reveal hidden objects, or signal allies. Dispel IllusionP.P.E. Cost: 4 Level: 3 Range: 10 feet/level Duration: Permanent Area of Effect: Special Saving Throw: None Description: The spell caster can dispel any phantasmal force cast by a non-illusionist. It has the same chance of dispelling illusion/phantasm spells of another illusionist as a dispel magic spell. The spell can be used to remove illusions, reveal hidden traps, or counter other illusionists. FearP.P.E. Cost: 4 Level: 3 Range: 0 Duration: Special Area of Effect: 60-foot long cone, 30-foot diameter at end, 5-foot at base Saving Throw: Negates Description: This spell causes creatures within the area of effect to become frightened. It functions similarly to the fourth level magic-user spell, fear. The spell can be used to incapacitate enemies, create panic, or force enemies to flee. Hallucinatory TerrainP.P.E. Cost: 4 Level: 3 Range: 20 feet + 20 feet/level Duration: Special Area of Effect: 40-foot x 40-foot square area + 10-foot x 100 feet square area/level Saving Throw: None Description: This spell creates an illusion of terrain that appears real to those who view it. It functions similarly to the fourth level magic-user spell, hallucinatory terrain. The spell can be used to create convincing illusions of terrain to deceive, mislead, or trap enemies. Illusionary ScriptP.P.E. Cost: 4 Level: 3 Range: Special Duration: Permanent Area of Effect: Creature reading the script Saving Throw: None Description: The illusionist writes instructions or information that appears as foreign or magical writing. Only the intended reader can understand it, while others become confused as from a confusion spell. The spell can be used for secret communication, traps, or deception. Invisibility, 10' RadiusP.P.E. Cost: 4 Level: 3 Range: Touch Duration: Special Area of Effect: This spell grants invisibility to the caster or another creature within a 10-foot radius. It functions similarly to the third level magic-user spell, invisibility, 10' radius. The spell can be used for stealth, escape, or surprise attacks. Non-detectionP.P.E. Cost: 4 Level: 3 Range: 0 Duration: The illusionist becomes invisible to divination spells such as clairaudience, clairvoyance, detects and ESP. It also prevents location by magic items like crystal balls and ESP medallions. The spell can be used to avoid detection, protect against scrying, or conceal important objects or locations. ParalyzationP.P.E. Cost: 4 Level: 3 Range: This spell causes illusionary muscle slowdown in creatures whose combined hit dice do not exceed twice the level of the illusionist. If the creatures fail their saving throws they become paralyzed. The spell can be used to incapacitate enemies making them unable to move or act. Rope TrickP.P.E. Cost: 4 Level: 3 Range: Touch Duration: This spell creates an extradimensional space at the top of a rope. The caster and others can climb the rope to enter the space which is hidden from view. The spell can be used for hiding resting or escaping danger. Spectral ForceP.P.E. Cost: 4 Level: 3 Range: 60 feet + 10 feet/level Duration: Special Area of Effect: 40 square feet + 10 square feet/level Saving Throw: Special Description: This spell creates an illusion with sound, smell, and thermal effects. It is similar to the improved phantasmal force spell but lasts for 3 rounds after concentration ends. The spell can be used to create convincing illusions to deceive, frighten, or mislead enemies. SuggestionP.P.E. Cost: 4 Level: 3 Range: 30 feet Duration: 4 turns + 4 turns/level Area of Effect: One creature Saving Throw: Negates Description: The illusionist can make a suggestion to a creature, influencing its actions. The spell functions similarly to the third level magic-user spell, suggestion. The spell can be used to persuade, command, or manipulate others. Fourth Level SpellsConfusionP.P.E. Cost: 8 Level: 4 Range: 80 feet Duration: 1 round/level Area of Effect: Up to 40-foot x 40-foot area Saving Throw: Special Description: This spell causes creatures within the area of effect to become confused, acting randomly. It functions similarly to the fourth level magic-user spell, confusion. The spell can be used to disrupt enemy formations, create chaos, or incapacitate multiple foes. Dispel ExhaustionP.P.E. Cost: 8 Level: 4 Range: Touch Duration: 3 turns/level Area of Effect: 1 to 4 persons Saving Throw: None Description: The illusionist restores 50% of lost hit points to all persons they touch during the round it is cast, subject to a maximum of four persons. The spell gives the illusion that the person touched is fresh and well. The spell can be used to rejuvenate allies, allowing them to continue fighting or performing tasks. EmotionP.P.E. Cost: 8 Level: 4 Range: 100 feet Duration: Special Area of Effect: 40-foot x 40-foot area Saving Throw: Negates Description: The illusionist can project one of the following emotions: Fear, Hate, Hopelessness, or Rage. The spell lasts as long as the illusionist continues to concentrate on projecting the chosen emotion. The spell can be used to influence the emotions of others, creating fear, anger, despair, or rage in enemies or allies. Improved InvisibilityP.P.E. Cost: 8 Level: 4 Range: Touch Duration: 4 rounds + 1 round/level Area of Effect: Creature touched Saving Throw: None Description: This spell is similar to invisibility, but the recipient can attack and remain unseen. Observant opponents can attack the invisible spell recipient at -4 on the to hit dice and all saving throws are made at +4. The spell can be used for stealth, surprise attacks, or avoiding detection. MassmorphP.P.E. Cost: 8 Level: 4 Range: 10 feet/level Duration: Special Area of Effect: 10-foot x 10-foot square/level Saving Throw: None Description: This spell transforms a group of creatures into the appearance of a forest or other terrain feature. It functions similarly to the fourth level magic-user spell, massmorph. The spell can be used for camouflage, hiding large groups, or creating ambushes. Minor CreationP.P.E. Cost: 8 Level: 4 Range: Touch Duration: 6 turns/level Area of Effect: Special Saving Throw: None Description: The illusionist can create an item of non-living, vegetable nature, such as soft goods, rope, or wood. The item created cannot exceed 1 cubic foot per level of the spell caster in volume. The spell can be used to create useful items, tools, or temporary structures. Phantasmal KillerP.P.E. Cost: 8 Level: 4 Range: 5 feet/level Duration: 1 round/level Area of Effect: One creature Saving Throw: Special Description: The illusionist creates the illusion of the most fearsome thing imagined by the subject creature. If the phantasmal killer scores a hit, the victim dies from fright. The subject must roll three six-sided dice and score a sum equal to or less than its intelligence ability score to disbelieve the apparition. The spell can be used to terrify and potentially kill enemies through fear. Shadow MonstersP.P.E. Cost: 8 Level: 4 Range: 30 feet Duration: 1 round/level Area of Effect: 20-foot x 20-foot area Saving Throw: Special Description: The illusionist creates semi-real phantasms of one or more monsters. The total hit dice of the shadow monsters cannot exceed the level of experience of the illusionist. They have 20% of the hit points they would normally have. The spell can be used to summon creatures to fight for the illusionist, creating temporary allies or distractions. Fifth Level SpellsChaosP.P.E. Cost: 16 Level: 5 Range: 5 feet/level Duration: 1 round/level Area of Effect: Up to 40-foot x 40-foot area Saving Throw: Special Description: This spell causes all creatures within the area of effect to become confused for the duration of the spell. Only fighters other than paladins or rangers and illusionists are able to combat the spell effects and are thus allowed a saving throw. Similarly, monsters which do not employ magic and have intelligences of 4 (semi-intelligent) or less are entitled to saving throws. The spell can be used to create chaos, disrupt enemy formations, or incapacitate multiple foes. Demi-Shadow MonstersP.P.E. Cost: 16 Level: 5 Range: 30 feet Duration: 1 round/level Area of Effect: 20-foot x 20-foot area Saving Throw: Special Description: This spell is similar to the fourth level spell, shadow monsters, except that the monsters created are of 40% hit points. Damage potential is 40% of normal, and they are armor class 8. The spell can be used to summon stronger creatures to fight for the illusionist, creating temporary allies or distractions. Major CreationP.P.E. Cost: 16 Level: 5 Range: 10 feet Duration: 6 turns/level Area of Effect: Special Saving Throw: None Description: This spell is comparable to a minor creation spell except that it allows the illusionist to create mineral objects. If vegetable objects are created, they have a duration of 12 turns per level of experience of the spell caster. The spell can be used to create valuable items, tools, or structures made of stone, metal, or other minerals. MazeP.P.E. Cost: 16 Level: 5 Range: 5 feet/level Duration: Special Area of Effect: One creature Saving Throw: None Description: This spell creates a complex labyrinth that traps the target creature. The spell functions similarly to the eighth level magic-user spell, maze. The spell can be used to remove powerful enemies from the battlefield, giving the illusionist and their allies time to regroup or escape. Projected ImageP.P.E. Cost: 16 Level: 5 Range: 5 feet/level Duration: Special Area of Effect: Special Saving Throw: None Description: This spell creates a projected image of the caster that mimics their actions. It functions similarly to the sixth level magic-user spell, project image. The spell can be used to deceive enemies, draw attacks away from the caster, or create a distraction. Shadow DoorP.P.E. Cost: 16 Level: 5 Range: 10 feet Duration: 1 round/level Area of Effect: Special Saving Throw: None Description: The illusionist creates the illusion of a door, allowing them to appear to step through it and disappear. In reality, they dart aside and can flee totally invisible for the spell duration. Creatures viewing this are deluded into seeing/entering an empty 10' x 10' room if they open the "door." The spell can be used for escape, evasion, or creating confusion among enemies. Shadow MagicP.P.E. Cost: 16 Level: 5 Range: 50 feet + 10 feet/level Duration: Special Area of Effect: Special Saving Throw: Special Description: The illusionist can cast a quasi-real magic-user spell such as magic missile, fireball, lightning bolt, or cone of cold. If creatures fail their saving throws, the spell has normal effects. If saving throws are made, the spell inflicts 1 hit point of damage per level of experience of the illusionist casting it. The spell can be used to create powerful offensive effects that appear real to those affected. Summon ShadowP.P.E. Cost: 16 Level: 5 Range: 10 feet Duration: 1 round + 1 round/level Area of Effect: 10-foot x 10-foot area Saving Throw: None Description: The illusionist conjures up 1 shadow for every three levels of experience they have attained. These monsters are under the control of the spell caster and will attack their enemies on command. The shadows remain until slain, turned, or the spell duration expires. The spell can be used to summon allies to fight for the illusionist, creating temporary reinforcements. Sixth Level SpellsConjure AnimalsP.P.E. Cost: 30 Level: 6 Range: 30 feet Duration: 1 round/level Area of Effect: Special Saving Throw: None Description: This spell allows the illusionist to summon animals to aid them. The spell functions similarly to the sixth level cleric spell, conjure animals. The spell can be used to summon animal allies for combat, scouting, or other tasks. Demi-Shadow MagicP.P.E. Cost: 30 Level: 6 Range: 60 feet + 10 feet/level Duration: Special Area of Effect: Special Saving Throw: Special Description: This spell is similar to the fifth level shadow magic spell but includes additional quasi-real spells such as wall of fire, wall of ice, or cloudkill. If recognized as demi-shadow magic, the spells do reduced damage. The spell can be used to create powerful offensive effects that appear real to those affected. Mass SuggestionP.P.E. Cost: 30 Level: 6 Range: 30 feet Duration: 4 turns + 4 turns/level Area of Effect: One creature/level Saving Throw: Negates Description: This spell is similar to the third level suggestion spell but can affect multiple creatures. The suggestion must be the same for all hearing it. The spell can be used to influence the actions of multiple creatures, making them more likely to follow commands or suggestions. Permanent IllusionP.P.E. Cost: 30 Level: 6 Range: 10 feet/level Duration: Permanent Area of Effect: 40 square feet + 10 square feet/level Saving Throw: Special Description: This spell creates a lasting spectral force that requires no concentration. It is subject to dispel magic. The spell can be used to create permanent illusions for deception, decoration, or other purposes. Programmed IllusionP.P.E. Cost: 30 Level: 6 Range: 10 feet/level Duration: Special Area of Effect: 40 square feet + 10 square feet/level Saving Throw: Special Description: The illusionist sets up a spectral force spell that activates upon command or when a specified condition occurs. The illusion lasts for a maximum of 1 round per level of the spell caster. The spell can be used to create traps, alarms, or other automated illusions. ShadesP.P.E. Cost: 30 Level: 6 Range: 30 feet Duration: 1 round/level Area of Effect: 20-foot x 20-foot area Saving Throw: Special Description: This spell is related to shadow monsters and demi-shadow monsters, but the monsters created are of 60% hit points and damage potential and are of armor class 6. The spell can be used to summon stronger creatures to fight for the illusionist, creating temporary allies or distractions. True SightP.P.E. Cost: 30 Level: 6 Range: Touch Duration: 1 round/level Area of Effect: 60-foot light range Saving Throw: None Description: This spell allows the illusionist to see things as they actually are. It functions similarly to the fifth level cleric spell, true seeing, but does not allow determination of alignment. The spell can be used to reveal hidden objects, illusions, or other deceptions. VeilP.P.E. Cost: 30 Level: 6 Range: 10 feet/level Duration: 1 turn/level Area of Effect: 20-foot x 20-foot/level Saving Throw: None Description: The veil spell enables the illusionist to instantly change the appearance of their surroundings and/or party or create hallucinatory terrain. The illusion can fool even the most clever creatures unless they have true seeing/sight or similar magical aid. The spell can be used for camouflage, deception, or creating convincing illusions. Seventh Level SpellsAlter RealityP.P.E. Cost: 40 Level: 7 Range: Unlimited Duration: Special Area of Effect: Special Saving Throw: Special Description: This spell is similar to the seventh level magic-user limited wish spell. The illusionist must depict the alteration of reality through a phantasmal force and verbalization before the spell goes into action. The spell can be used to create powerful and versatile effects, limited only by the caster's imagination and skill. Astral SpellP.P.E. Cost: 40 Level: 7 Range: Touch Duration: Special Area of Effect: Special Saving Throw: None Description: This spell allows the illusionist to project their astral body into the Astral Plane. It functions similarly to the seventh level cleric spell, astral spell. The spell can be used for exploration, communication, or travel in the Astral Plane. Prismatic SprayP.P.E. Cost: 40 Level: 7 Range: 0 Duration: Instantaneous Area of Effect: 70-foot long plane, 15-foot wide at end, 5-foot wide at base Saving Throw: Special Description: The illusionist causes seven rays of the prismatic sphere spell to spring from their hand. Any creature in the area of effect will be touched by one or more of the rays. Each ray has a different effect, and saving throws apply only to those rays that require them. The spell can be used to create a powerful and colorful offensive attack, affecting multiple enemies with various effects. Prismatic WallP.P.E. Cost: 40
Level: 7
Range: 10 feet
Duration: 1 turn/level
Area of Effect: Special
Saving Throw: Special
Description: This spell creates a wall of scintillating colors, similar to the prismatic sphere spell. The wall can be up to 4 feet wide per level of the spell caster and 2 feet high per level of the spell caster. The spell can be used to create a powerful defensive barrier, blocking enemies and protecting allies. VisionP.P.E. Cost: 40 Level: 7 Range: 0 Duration: Special Area of Effect: The illusionist Saving Throw: None Description: The illusionist casts this spell to gain supernatural guidance. The spell involves calling upon a power and asking a question for which a vision is to be given. The outcome depends on the roll of two six-sided dice, with various results ranging from annoyance to a clear vision. The spell can be used to seek guidance, answers, or insight from higher powers. |