Explanation/Description: Except as noted above, this spell is the same as the second level magic-user spell, audible glamer (q.v.).
Explanation/Description: This spell enables the illusionist to alter the appearance of his or her form - including clothing and equipment - to appear 1' shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The duration of the spell is 2 to 12 (2d6) rounds base plus 2 additional rounds per level of experience of the spell caster.
Explanation/Description: The chromatic orb spell enables the illusionist to create a small globe of varying hue in his or her hand and hurl it at any opponent he or she desires, providing there are no barriers between the illusionist and the target creature, and that the target creature is within 3" (the longest distance the chromatic orb can be hurled). It is magical, and even creatures normally struck only by +5, +4, etc. magic weapons will be affected by the chromatic orb if it strikes. Magic resistance withstands this spell, of course. At 1" or closer, there is a +3 chance "to hit," at over 1" to 2" there is a +2 chance to strike the target, and from over 2" to the maximum 3" range the chance "to hit" is only +1. If a chromatic orb misses a target, it dissipates without further effect. The color of the globe determines its effect when a subject is struck. Low-level illusionists are restricted as to what color orb they can bring into existence by means of this spell, although the hues below their level are always available should the choice be made to select a color not commensurate with level of experience. Colors and effects are shown on the table below.
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Minimum
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Color of Orb
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Hit Points
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||||
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Level of Caster
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Generated
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of Damage
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Special Powers | |||
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1st
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Pearly
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1 - 4
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light (1) | |||
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2nd
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Ruby
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1 - 6
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heal (2) | |||
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3rd
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Flame
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1 - 8
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fire (3) | |||
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4th
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Amber
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1 - 10
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blindness (4) | |||
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5th
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Emerald
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1 - 12
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stinking cloud (5) | |||
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6th
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Turquoise
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2 - 16
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magnetism (6) | |||
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7th
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Sapphire
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2 - 8
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paralysis (7) | |||
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10th
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Amethyst
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(slow)
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petrification (8) | |||
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12th
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Ashen
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(paralysis)
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death (9) |
Notes on special powers:
1: Light equal to a light spell will be generated and persist for 1 round/level of the caster, and any subject failing to save versus spell will be blinded for the duration.
2: Heat from the ruby orb will melt up to 1 cubic yard of ice, and creatures not saving versus spell will suffer a loss of 1 point of strength and 1 point of dexterity (or -1 "to hit" and AC) for 1 round following being struck by the orb.
3: Fire from the orb will set aflame all combustibles within a 1' radius of the target, and unless the target saves versus spell an additional 2 points of fire damage will be suffered (except when protected from fire by magical or natural means).
4: The target subject will suffer blindness for 5-8 rounds unless a successful saving throw versus spell is made (cure blindness or dispel magic negates this effect).
5: A magical stinking cloud of 5' radius (around the target) is created when a successful hit is made, and the subject must save versus poison or else be helpless, and in any event will be helpless until leaving the area of the vapors (cf. stinking cloud spell).
6: The turquoise orb inflicts electrical damage, and if the target is wearing ferrous metal it will be magnetized for 3-12 rounds unless a saving throw versus spell is successful. Magnetized metal will stick fast to other magnetized metal items, and non-magnetized ferrous metal items will cling until pulled free.
7: Unless a saving throw versus paralyzation is made, the subject creature will be paralyzed for 5-20 rounds.
8: The subject creature will be turned to stone unless a saving throw versus petrification is made, and even if the save is made, the subject will be slowed for 2-8 rounds (cf. slow spell).
9: The subject creature will die unless a successful saving throw versus death magic is made, and even if a save is made, the subject will be paralyzed for 2-5 rounds.
The material component of the spell is a gem of the appropriate hue, or else a clear crystal one (such as a diamond). The gem can be as small (in value) as 50 gold pieces as long as its color is appropriate.
Explanation/Description: Upon casting this spell, the illusionist causes a vivid fan-shaped spray of clashing colors to spring forth from his or her hand. From 1 to 6 creatures within the area of effect can be affected. The spell caster is able to affect 1 level or hit die of creatures for each of his or her levels of experience. Affected creatures are struck unconscious for 2 to 8 rounds if their level is less than or equal to that of the spell caster; they are blinded for 1 to 4 rounds if their level or number of hit dice is 1 or 2 greater than the illusionist; and they are stunned (cf. power word, stun, seventh level magic-user spell) for 2 to 8 segments if their level or number of hit dice is 3 or more greater than the spell caster. All creatures above the level of the spell caster and all creatures of 6th level or 6 hit dice are entitled to a saving throw versus the color spray spell. The material components of this spell are a pinch each of powder or sand colored red, yellow and blue.
Explanation/Description: This spell is the same as the first level magic-user spell, dancing lights (q.v.).
Explanation/Description: Except as noted above, this spell is the same as the second level magic-user spell of darkness (q.v.).
Explanation/Description: By means of this spell the illusionist is able to see an illusion and know it for exactly that. Note that it can be used to enable others to see illusions as unreal if the spell caster touches the creature with both hands and the creature looks at the illusion while so touched. The material component is a piece of yellow tinted crystal, glass, or mica.
Explanation/Description: Except as noted above, this spell is the same as the second level magic-user spell, detect invisibility (q.v.).
Explanation/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.
Explanation/Description: The gestures of the illusionist, along with his or her droning incantation, cause from 1 to 6 creatures to become susceptible to suggestion (see the third level magic-user suggestion spell). The suggestion must be given after the hypnotism spell is cast, and until that time the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging. Creatures which make their saving throw are not under hypnotic influence.
Explanation/Description: This spell is the same as the first level magic-user light spell (q.v.) (cf. first level cleric light spell.)
Explanation/Description: Except as noted above, this spell is the same as the third level magic-user spell, phantasmal force (q.v.).
Explanation/Description: When this spell is cast, the illusionist creates a quasi-real suit of plate mail. This semi-illusory material covers the subject and actually gives some real protection unless the opponent actively disbelieves in the armor (saves versus spell), or else a dispel illusion or dispel magic spell is cast upon it, or a wand of negation affects it. Until gone, or disbelieved, the armor protects the wearer as if he or she were in plate mail (AC 3, and armor type 3 as well). For each level of the spell caster, the phantom armor will absorb 1 point of damage delivered by a blow which would otherwise hit armor class 3. When the phantom armor has absorbed as many points of damage as the spell caster has levels of experience, it is dispelled and vanishes. Any remaining and all additional damage accrues to the person additionally, phantom armor allows a bonus of +1 on saving throws versus all attack forms which would be similarly modified by magic armor. The dweomer in no way affects the movement or spell-casting abilities of the wearer. It is not subject to rust monster attack (and such may enhance disbelief). The spell will not function with any other form of magical protection. The material component is a small plate of mithral (10 gp value) which disappears when the spell is cast.
Explanation/Description: This spell is the same as the lst level magic-user spell, read magic, except that it applies only to spells usable by and used by illusionists, as well as to various other inscriptions written in illusionist-type magic script by illusionists.
Explanation/Description: A spook spell enables the illusionist to play upon natural fears to cause the subject creature to perceive the spell caster as someone or something inimical. Without actually knowing what this is, the illusionist merely advances threateningly upon the subject, and if a successful saving throw versus spell is not made, the creature will react by rapidly turning and fleeing in as opposite a direction from the illusionist as possible (effects as a wand of fear, though items carried are not dropped). Although the spell caster does not actually pursue the fleeing creature, a phantasm from its own mind will do so. However, each round after the initial casting of the spook spell the creature is entitled to another saving throw, and each such saving throw is at a cumulative +1 per round, until the subject successfully saves versus spell and the spell is broken. In any event, the spell will function only against creatures with intelligence of not less than 1.
Explanation/Description: By casting this spell, the illusionist creates a wall of misty vapors in whatever area within the spell range he or she desires. The wall of fog obscures all sight, normal and/or infravisual, beyond 2'. The area of effect is a cube of 2" per side per level of experience of the spell caster. The misty vapors persist for 3 or more rounds unless blown away by a strong breeze (cf. gust of wind). The material component is a pinch of split dried peas.
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