Post by Xxsuperheroxx on Feb 27, 2023 15:11:02 GMT -6
Illusionist Spells
First Level Spells:
Gaze Reflection: The creature that has its gaze reflected by this spell is entitled to a saving throw.
Light: It should be noted that if the spell is cast upon the visage or before the visual organs of a creature, it will tend to blind it (rather as if a strong light were placed before its eyes), and its attacks and defenses will be a -4 on "to hit", saving throws, and even armor class, Note also that the spell is not mobile, although it can be cast upon a movable or mobile abject or creature.
Second Level Spells:
Detect Magic: Only the fact that a dim or strong magic exists can be found by illusionist (cf. Magic-user spell of the same name.)
Fog Cloud: A gust of wind spell will dissipate the cloud in a single round.
Invisibility: See the section on INVISIBILITY for commentary.
Third Level Spells:
Illusionary Script: The cost of the lead-based ink is 100 to 400 gold pieces, plus the alchemist's profit of 100 g.p.
Invisibility, 10' Radius: See the section on INVISIBILITY for commentary.
Rope Trick: Those climbing the rope and gaining the safety of the extra-dimensional space are able to see out of it clearly, as if they were observing through a window of about 3' width by 5' height. Those outside cannot see in.
Forth Level Spells:
Improved invisibility: Improved invisibility has the effect of moving considerations for detection of such invisibility downwards by two places compared to other forums of invisibility. See INVISIBILITY for commentary.
Phantasmal Killer: If the affected individual is somehow brought to an unconscious state, the spell can not do harm.
Fifth Level Spells:
Shadow Door: The invisibly fleeing illusionist can be detected (cf. INVISIBILITY), but there must be active and concentrated attempts to do so. This will not simply be noticed in passing, as attention will be on the shadow door.
Shadow Magic: the caster is actually tapping a power source, even though the majority of the spell is illusion, thus the 1 hit point of damage per level of the caster.
Sixth Level Spells:
Conjure Animals: For list of animals see APPENDIX L: CONJURED ANIMALS.
Demi-shadow Magic: This spell also allows the caster to tap a source of power as noted under shadow magic.
Seventh Level Spells:
Astral Spell: See APPENDIX C: RANDOM MONSTER ENCOUNTERS, ASTRAL & ETHEREAL ENCOUNTER TABLE for a list of creatures which can be met.
Vision: Consider this spell similar to a contact other planes for handling purposes. Unrelated visions should contain some cryptic clue as to what the caster is seeking. Even on a 10 or better, be certain to make the vision as unclear and indirect as possible.
Final Note: Remember that the reverse of any spell must be separated memorized, and that each requires special components.
First Level Spells:
Gaze Reflection: The creature that has its gaze reflected by this spell is entitled to a saving throw.
Light: It should be noted that if the spell is cast upon the visage or before the visual organs of a creature, it will tend to blind it (rather as if a strong light were placed before its eyes), and its attacks and defenses will be a -4 on "to hit", saving throws, and even armor class, Note also that the spell is not mobile, although it can be cast upon a movable or mobile abject or creature.
Second Level Spells:
Detect Magic: Only the fact that a dim or strong magic exists can be found by illusionist (cf. Magic-user spell of the same name.)
Fog Cloud: A gust of wind spell will dissipate the cloud in a single round.
Invisibility: See the section on INVISIBILITY for commentary.
Third Level Spells:
Illusionary Script: The cost of the lead-based ink is 100 to 400 gold pieces, plus the alchemist's profit of 100 g.p.
Invisibility, 10' Radius: See the section on INVISIBILITY for commentary.
Rope Trick: Those climbing the rope and gaining the safety of the extra-dimensional space are able to see out of it clearly, as if they were observing through a window of about 3' width by 5' height. Those outside cannot see in.
Forth Level Spells:
Improved invisibility: Improved invisibility has the effect of moving considerations for detection of such invisibility downwards by two places compared to other forums of invisibility. See INVISIBILITY for commentary.
Phantasmal Killer: If the affected individual is somehow brought to an unconscious state, the spell can not do harm.
Fifth Level Spells:
Shadow Door: The invisibly fleeing illusionist can be detected (cf. INVISIBILITY), but there must be active and concentrated attempts to do so. This will not simply be noticed in passing, as attention will be on the shadow door.
Shadow Magic: the caster is actually tapping a power source, even though the majority of the spell is illusion, thus the 1 hit point of damage per level of the caster.
Sixth Level Spells:
Conjure Animals: For list of animals see APPENDIX L: CONJURED ANIMALS.
Demi-shadow Magic: This spell also allows the caster to tap a source of power as noted under shadow magic.
Seventh Level Spells:
Astral Spell: See APPENDIX C: RANDOM MONSTER ENCOUNTERS, ASTRAL & ETHEREAL ENCOUNTER TABLE for a list of creatures which can be met.
Vision: Consider this spell similar to a contact other planes for handling purposes. Unrelated visions should contain some cryptic clue as to what the caster is seeking. Even on a 10 or better, be certain to make the vision as unclear and indirect as possible.
Final Note: Remember that the reverse of any spell must be separated memorized, and that each requires special components.