4th Level Illusionist Spells

Confusion (Enchantment/Charm)

Range: 8"
Duration: 1 round/level
Area of Effect: Up to 4" X 4"
Components: V, S, M
Casting Time: 4 segments
Saving Throw: Special

Explanation/Description: Except as noted above, this spell is the same as the fourth level magic-user confusion spell (q.v.). See also the seventh level druid confusion spell.


Dispel Exhaustion (Illusion/Phantasm)

Range: Touch
Duration: 3 turns/level
Area of Effect: 1 to 4 persons
Components: V, S
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: By means of this spell, the illusionist is able to restore 50% of lost hit points to all persons (humans, demi-humans and humanoids) he or she touches during the round it is cast, subject to a maximum of four persons. The spell gives the illusion to the person touched that he or she is fresh and well. Stamina is renewed, but when the spell duration expires, the recipient drops back to their actual hit point strength. The spell will allow recipients to move at double speed for 1 round every turn (cf. haste spell).


Dispel Magic (Abjuration)

Range: 9"
Duration: Permanent
Area of Effect: 3" cube
Components: V, S
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: This spell is essentially identical to the 3rd level clerical spell of the same name. An illusionist casts the spell as if he or she were two levels below actual, i.e. a 9th-level illusionist casts a dispel magic as if he or she were of 7th level.


Emotion (Enchantment/Charm)

Range: 1"/level
Duration: Special
Area of Effect: 4" X 4" area
Components: V, S
Casting Time: 4segments
Saving Throw: Neg.

Explanation/Description: When this spell is cast, the illusionist can project his or her choice of 1 of the following 4 emotions:

1. Fear --- This is the same as the spell of the same name, but as it is not illusionary, the saving throw is made at -2. It counters/is countered by rage.
2. Hate --- The effect of hate is to raise morale, saving throw dice, "to hit" dice, and damage done by +2. It counters/is countered by hopelessness.
3. Hopelessness --- This has the same effect as the hopelessness symbol. It counters/is countered by hate.
4. Rage --- The rage emotion causes the recipient to become berserk, attack at a +1 on the "to hit" dice, do +3 hit points of damage, and gives a temporary +5 hit points to the enraged creature. The recipient will fight without shield, and regardless of life as well. It counters/is countered by fear.

The spell lasts as long as the illusionist continues to concentrate on projecting the chosen emotion.


Improved Invisibility (Illusion/Phantasm)

Range: Touch
Duration: 4 rounds + 1 round/level
Area of Effect: Creature touched
Components: V, S
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: This spell is similar to invisibility, but the recipient is able to attack, either by missile discharge, melee combat, or spell casting and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. Such attacks are at -4 on the "to hit" dice, and all saving throws are made at +4.


Massmorph (Illusion/Phantasm)

Range: 1"/level
Duration: Special
Area of Effect: 1" X 1" square/level
Components: V, S
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the fourth level magic-user spell, massmorph (q.v.).


Minor Creation (Alteration)

Range: Touch
Duration: 6 turns/level
Area of Effect: Special
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell enables the illusionist to create on item of non-living, vegetable nature, i.e. soft goods, rope, wood, etc. The item created cannot exceed 1 cubic foot per level of the spell caster in volume. (Cf. ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Djanni.) Note the limits of the spells' duration. The spell caster must have at least a tiny piece of matter of the same type of item he or she plans to create by means of the minor creation spell, i.e. a bit of twisted hemp to create rope, a splinter of wood to create a door, and so forth.


Phantasmal Killer (Illusion/Phantasm)

Range: 1/2"/level
Duration: 1 round/level
Area of Effect: One creature
Components: V, S
Casting Time: 4 segments
Saving Throw: Special

Explanation/Description: When this spell is cast, the illusionist creates the illusion of the most fearsome thing imogined, simply by forming the fears of the subject creature's subconscious mind into something which its conscious mind can visualize - the most horrible beast. Only the spell caster and the spell recipient can see the phantasmal killer, but if it succeeds in scoring a hit, the victim dies (from fright). The beast attacks as a 4 hit dice monster with respect to its victim. It is invulnerable to all attacks, and it can pass through any barriers, for it exists only in the beholder's mind. The only defense against a phantasmal killer is an attempt to disbelieve, which can be tried but once, or slaying or rendering unconscious the illusionist who cast the spell. Note that the saving throw against this spell is not standard. The subject must roll three six-sided dice (3d6) and score a sum equal to or less than its intelligence ability score in order to disbelieve the apparition. The dice score is modified as follows:

Condition Modifier *
Complete surprise +2
Surprise +1
Subject previously attacked by this spell -1 per previous attack
Subject is an illusionist -2
Subject is wearing a helm of telepathy -3 plus the ability to turn the phantasmal killer upon its creator if disbelieved

*Note that magic resistance and wisdom factors also apply, magic resistance being checked first to determine spell operation (or -1 to -5 on dice if spell resistance is as that of a dwarf, gnome, etc.), and then wisdom bonus applies as a minus to the dice roll to match or score less than intelligence.

If the subject of the attack by a phantasmal killer succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon the illusionist, and then he or she must disbelieve it or be subject to its attack and possible effects.


Rainbow Pattern (Alteration/Phantasm)

Range: l"
Duration: Special
Area of Effect: 3" x 3" square area
Components: S, M
Casting Time: 4 segments
Saving Throw: Neg.

Explanation/Description: By means of this spell the illusionist creates a pastel, glowing, rainbow-hued band of interplaying patterns. The effect is the same as a hypnotic pattern spell. However, once the rainbow pattern is cast, the illusionist need only gesture in the direction he or she desires, and the pattern of colors will move slowly off in that direction, at the rate of 3" per round. It will persist without further attention from the spell caster for 1-3 rounds, and all creatures (up to 24 levels or hit dice) subject to the dweomer will follow the moving rainbow of light. If the pattern leads its targets into a dangerous area (through flame, off a cliff, allow a second saving throw. If the view of the lights is completely blocked (by an obscurement spell, for instance), the spell is negated. The material components for the spell are a crystal prism and a piece of phosphor.


Shadow Monsters (Illusion/Phantasm)

Range: 3"
Duration: 1 round/level
Area of Effect: 2" X 2"
Components: V, S
Casting time: 4 segments
Saving Throw: Special

Explanation/Description: The shadow monsters spell enables the illusionist to create semi-real phantasms of one or more monsters. The total hit dice of the shadow monster or monsters thus created cannot exceed the level of experience of the illusionist; thus a 10th level illusionist can create one creature which has 10 hit dice (in normal circumstances), two which have 5 hit dice (normally), etc. All shadow monsters created by one spell must be of the same sort, i.e. hobgoblins, orcs, spectres, etc. They have 20% of the hit points they would normally have. To determine this, roll the appropriate hit dice and multiply by .20, any score less than .4 is dropped -- in the case of monsters with one (or fewer) hit dice, this indicates the monster was not successfully created - and scores of .4 or greater are rounded up to one hit point. If the creature or creatures viewing the shadow monsters fail their saving throw and believe the illusion, the shadow monsters perform as normal with respect to armor class and attack forms. If the viewer or viewers make their saving throws, the shadow monsters are armor class 10 and do only 20% of normal melee damage, biting, clawing, weapon, etc.), dropping fractionai damage less than .4 as one with hit points. Example: A shadow monster dragonne attacks a person knowing it is only quasi-real. The monster strikes with 2 claw attacks and 1 bite, hitting as a 9 die monster. All 3 attacks hit, and the normal damage dice are rolled: d8 scored 5, d8 scores 8, 3d6 scores 11 and each total is multiplied by .2 (.2 X 5 = I, .2 X 8 = 1.6 = 2, .2 X 11 = 2.2 = 2) and 5 hit points of real damage are scored upon the victim.


Solid Fog (Alteration)

Range: 3"
Duration: 2-8 rounds + l/level
Area of Effect: 2 cubic " per level of caster
Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: When this spell is cast, the illusionist creates an area of fog similar to the effect of a wall of fog spell. However, while these rolling, billowing vapors conform to a wall of fog in most respects, only a very strong wind can move them, and any creature attempting to move through the solid fog will progress at a rate of but 1' per 1" of normal movement rate per round. A gust of wind spell cannot affect it. A fireball, flame strike, or a wall of fire will burn it away in a single round. The material components for the spell are a pinch of dried, powdered peas combined with powdered animal hoof.


Vacancy (Alteration/Phantasm)

Range: 1"/level
Duration: 1 turn/level
Area of Effect: 1" radius per level of caster
Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: When a vacancy spell is cast, the illusionist causes an area to appear to be vacant, neglected, and unused. Those who behold the area will see dust on the floor, cobwebs, dirt, or any other condition which would be typical of a long-abandoned place. If they pass through the area of spell effect, they will seemingly leave tracks, tear away cobwebs, and so on. Unless they actually contact some object cloaked by the spell, the place will seem empty of what it actually contains. Merely brushing some invisible object will not cause the vacancy spell to be disturbed, and only forceful contact will allow any chance to note that all is not as it seems. The spell is a very powerful combination of advanced invisibility/illusion, but it can cloak only non-living things. Living things will not be invisible, but their presence does not otherwise disturb the spell. If forceful contact with a cloaked object occurs, those creatures subject to the dweomer will be able to penetrate the spell only if they discover several items which they cannot "see"; each is then entitled a saving throw versus spell. Failure indicates a belief that the objects only are invisible. A dispel illusion or dispel magic spell will remove the dweomer, so that the actual area can be viewed as it is in reality. True seeing, a gem of seeing, and similar effects can penetrate the deception, but detect invisibility cannot. The illusionist must have a square of finest black silk to effect this spell. This material component must be of not less than 100 gp value.

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