Explanation/Description: When this spell is cast the illusionist is able to alter himself or herself in a manner similar to a change self spell. However, alter self enables the caster to effect a quasi-real change, so that size can be altered by 50% of actual. If the form selected has wings, the illusionist can actually fly, but only at one-quarter the rate of speed of a true creature of that type, and with a loss of two Maneuverability Classes (to a minimum of "E"). If the form has gills, he can breathe underwater as long as the spell lasts. Using alter self to change into a larger creature does not permit additional attacks or damage unless the illusionist is accustomed to this form.
Explanation/Description: The blindness spell causes the recipient creature to become blind and able to see only a grayness before its eyes. Various cure spells will not remove this effect, and only a dispel magic or the spell caster can do away with the blindness if the creature fails its initial saving throw versus the spell.
Explanation/Description: When a blur spell is cast, the illusionist causes the outline of his or her 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 + I on the saving throw die roll for any direct magical attack.
Explanation/Description: The deafness spell causes the recipient creature to become totally deaf and unable to hear any sounds (cf. blindness). This deafness can be done away with only by means of a dispel magic or by the spell caster. The victim is allowed a saving throw. The material component of the spell is beeswax.
Explanation/Description: This spell is similar to the first level cleric and the first level magic-user spell, detect magic (qq.v.).
Explanation/Description: By means of this spell the illusionist attempts to captivate the subject creatures' attention and gain its love, friendship, and/or obedience. The spell creates an illusion around the spell caster so that he or she becomes, in the eyes of the subject, a trusted and/or desired companion. Unless a saving throw versus spell is successful, the subject will follow the illusionist wherever he or she goes, if possible without undue risk to life and safety. If the illusionist is able to converse with the fascinated creature, the subject will obey requests from the spell caster as long as a roll of 3d6 per request does not exceed the comeliness of the illusionist. (Requests which are obviously against the better interests of the creature add +1 to the dice roll, and the more hazardous and unreasonable of these requests will add from +2 to +6 to the dice roll.) The spell is shattered whenever comeliness is exceeded, and the subject will certainly be filled with rage and hate. Creatures of normal sort with animal intelligence will remain fascinated for only a short period of time (1-4 days), but if the illusionist has been careful to treat the subject well, attend to its needs, and feed it, there is a 2% chance per point of comeliness of the illusionist that the subject will willingly choose to befriend and follow him or her. Otherwise, the creature will attack (if it was not cared for) or leave (if it was cared for) when the spell wears off. Non-intelligent creatures are not subject to a fascinate spell (cf. charm person).
Explanation/Description: The fog cloud is a billowing mass of misty vapors which is of similar appearance to a cloudkill (q.v.), the fog being greenish. The spell caster creates the fog cloud and it moves away from him or her at a 1" per round rate. Although it behaves in most respects just as if it were a cloudkill, the only effect of the fog is to obscure vision, just as a wall of fog does.
Explanation/Description: When this spell is cast the illusionist creates a weaving, turning pattern of subtle colors in the air. This hypnotic pattern will cause any creature looking at it to become fascinated and stand gazing at it as long as the spell caster continues to maintain the shifting interplay of glowing lines. Note that the spell can captivate a maximum of 24 levels, or hit dice, of creatures, i.e. 24 creatures with 1 hit die each, 12 with 2 hit dice, etc. All creatures affected must be within the area of effect, and each is entitled to a saving throw. The illusionist need not utter a sound, but he or she must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.
Explanation/Description: Except as noted above, and as detailed hereafter, this spell is the same as the third level magic-user phantasmal force spell (q.v.). The spell caster can maintain the illusion with minimal concentration, i.e. he or she can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech. Also, by concentration on the form of the phantasm, the improved phantasmal force will continue for 2 rounds after the illusionist ceases to concentrate upon the spell.
Explanation/Description: Except as noted above, this spell is the same as the second level magic-user spell, invisibility (q.v.).
Explanation/Description: This spell is the same as the second level magic-user magic mouth spell (q.v.).
Explanation/Description: Except as noted above, and except for the fact that there are 2-5 (d4 +1) mirror images created, this spell is the same as the second level magic-user spell, mirror image (q.v.).
Explanation/Description: By means of this spell the illusionist misdirects the information from a detection-type spell, i.e. detect charm, detect evil, detect invisibility, detect lie, detect magic, and detect snares & pits. While the detection spell functions, the information it reveals will indicate the wrong area, creature, or the opposite of the truth with respect to detect evil or detect lie. The illusionist directs the spell effect upon the creature or item which is the object of the detection spell. If the caster of the detection-type spell fails his or her saving throw, the misdirection takes place.
Explanation/Description: Except as noted above, this spell is essentially the same as the 4th-level magic-user spell of the same name. Note additionally that creatures with high intelligence might be able to detect invisible creatures by the use of ultravision, either natural or magically bestowed. The required material component for the illusionist version of this spell is a powdered essence of carrots.
Explanation/Description: Except as noted above, this spell is the same as the first level magic-user spell, ventriloquism (q.v.).
Explanation/Description: By means of this spell the illusionist is able to either send a message or cause some desired sound effect. The whispering wind can be prepared so as to travel as many tens of feet underground or miles above ground as the spell caster has levels of experience. Thus, a 3rd-level illusionist could send the spell wafting 30' in a dungeon or as far as three miles outdoors. The whispering wind will be as gentle and unnoticed as a zephyr until it reaches the desired objective of the spell caster. It then delivers its whisper-quiet message or other sound for a duration of up to two segments. The dweomer then fades and vanishes - as it will do if the subject is beyond range, or more than two hours of time have elapsed, or it is magically dispelled. The illusionist can prepare the spell to bear a message of up to 12 words, cause the spell to deliver other sounds for 12 seconds, or merely have the whispering wind seem to be a faint stirring of the air which has a susurrant sound. He or she can likewise cause the whispering wind to move as slowly as 1" per round or as quickly as 20" (or any rate in between). When the spell reaches its objective, it swirls and remains for the full two segments, regardless of its speed otherwise. As with the magic mouth spell, no spells may be cast through the whispering wind.
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