Explanation/Description: When this spell is cast, a globe of impenetrable darkness is created. The effects of this darkness, as well as the material component of the spell, are the same as the second level magic-user spell, darkness, 15' radius (cf. continual light)
Explanation/Description: This spell is the same as the third level cleric continual light spell (q.v.), except as noted above.
Explanation/Description: By means of a delude spell, the illusionist is able to replace the aura of his or her own alignment with that of any other creature within a 3" radius, although the creature must be of higher than animal intelligence for the aura exchange to work. The target creature retains his or her original alignment. Any attempt to know alignment will discover only the aura (alignment) which the illusionist has opted to assume. A detect good or detect evil will detect this only of the substituted creatures' aura. The creature whose aura has been copied will radiate magic, but the illusionist will radiate magic only to the creature whose aura has been exchanged. If delude is used in conjunction with a change self or alter self spell, the actual class of the illusionist will be totally hidden, and he or she will absolutely appear to be whatever class he or she has chosen to appear as, for a saving throw (versus spell) applies only to the aura transfer.
Explanation/Description: By means of this spell, the spell caster can dispel any phantasmal force - with or without audible glamer - cast by a non-illusionist; and the spell has the same chance of dispelling any illusion/phantasm spells of another illusionist as a dispel magic spell (q.v.) does, i.e. 50% base chance adjusted by 2% downward, or 5% upward, for each level of experience lesser/greater of the illusionist casting the dispel illusion compared to the illusionist casting the spell to be dispelled.
Explanation/Description: Except as noted above, this spell is the same as the fourth level magic-user spell, fear (q.v.).
Explanation/Description: Except as noted above, this spell is the same as the fourth level magic-user hallucinatory terrain spell (q.v.).
Explanation/Description: This spell enables the illusionist to write instructions or other information on parchment, paper, skin, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or class of persons or whatever) whom the illusionist desires to read the writing will be able to do so, although another illusionist will recognize it for illusionary script. Others attempting to read it will become confused as from a confusion spell (q.v.) for 5 to 20 turns, minus 1 turn for each level of experience he or she has attained. The material component of the spell is a lead-based ink which requires special manufacture by an alchemist.
Explanation/Description: Except as noted above, this spell is the same as the third level magic-user spell, invisibility, 10' radius (q.v.). See also the second level magic-user spell, invisibility.
Explanation/Description: By casting this spell, the illusionist makes himself or herself invisible to divination spells such as clairaudience, clairvoyance, "detects", and ESP. It also prevents location by such magic items as crystal balls and ESP medallions. The material component of the spell is a pinch of diamond dust.
Explanation/Description: The paralyzation spell enables the spell caster to create illusionary muscle slowdown in creatures whose combined hit dice do not exceed twice the total level of experience of the illusionist. If the recipient creatures fail their saving throws, they become paralyzed, and a dispel illusion or dispel magic spell must be used to remove the effect, or the illusionist may dispel it at any time he or she desires.
Explanation/Description: When this spell is cast the illusionist creates a quasi-real, horse-like creature. This creature can be ridden only by the illusionist who created it, or by any person for whom the illusionist creates such a mount specifically. All phantom steeds have black heads and bodies with gray manes and tails, and smoke-colored, insubstantial hooves which make no sound. Their eyes are milky colored. They do not fight, but all normal animals shun them, so only monstrous ones will attack. If more than 12 points of damage accrue to such a mount, the dweomer is dispelled and the phantom steed disappears. A phantom steed moves at a maximum rate of 4" per level of the spell caster. It has what seems to be a saddle and a bit and bridle, but it can not carry saddlebags and the like - only its rider and what he or she carries. These mounts gain certain powers according to the level of the illusionist who created them:
8th level: Ability to pass over sandy, muddy, or even swampy ground without difficulty.
1Oth level: Ability to pass over water as if it were firm, dry ground.
12th level: Ability to travel in the air as if it were firm land instead, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount can not casually take off and fly.
14th level: Ability to perform as if it were a pegasus.
Explanation/Description: When this spell is employed, the illusionist creates a wind which cannot be seen or felt. This movement of air does, however, serve to blow light objects before it, flutter curtains or drapes, flap loose clothing (such as capes, cloaks, and mantles), fan fires, and move clouds of gaseous materials (such as a wall of fog, a fog cloud, a cloudkill cloud, etc.). The wind created moves in the direction in which the illusionist points, its effects being felt in a progressively longer path as the spell continues, at a movement rate of 1" per round, with the effects lasting the entire course of the path. Thus, the spell could, for example, be employed to move several sailed vessels, but the first affected by the wind would also be the one to move the farthest.
Explanation/Description: This spell is the same as the second level magic-user spell, rope trick (q.v.).
Explanation/Description: The spectral force spell creates an illusion in which sound, smell and thermal illusions are included. It is otherwise similar to the second level improved phantasmal force spell (q.v.). The spell will last for 3 rounds after concentration.
Explanation/Description: Except as noted above, this spell is the same as the third level magic-user spell, suggestion (q.v.).
Explanation/Description: When this spell is cast, the illusionist and all of his or her gear become insubstantial. The caster can be hit only by magic weapons of +1 or better, or by creatures otherwise able to affect those struck only by magic weapons. Undead of most sorts will ignore an individual in wraithform, believing him or her to be a wraith or spectre, though a lich or "special" undead may save versus spell at -4 to recognize the dweomer. The illusionist will be able to pass through small holes or narrow openings, even mere. cracks, with all he or she wears or holds in his or her hands, as long as the spell persists. No form of attack is possible when in wraith form, except against creatures which exist on the Ethereal Plane, where all attacks (both ways) are normal. Dispel illusion and dispel magic are the only ways to force an illusionist in wraith form back to normal form. The spell caster can return to normal form at will, but this ends the spell effect. The material components for this spell are a bit of gauze and a wisp of smoke.
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