Explanation/Description: This spell is essentially a spectral forces spell which operates through a program (similar to a programmed illusion spell) determined by the caster. It is thus unnecessary for the illusionist to concentrate on the spell for longer than 5 segments after casting it, as the program has then been started and will continue. The illusion has visual, full audial, olfactory, and thermal components. If any viewer actively attempts to disbelieve the dweomer, then he or she gains a saving throw versus spell. If any viewer successfully disbelieves and communicates this fact to other viewers able to comprehend the communication, each such viewer gains a saving throw versus spell with a +4 bonus. The material components are a bit of fleece and several grains of sand.
Explanation/Description: This spell is similar to the seventh level druid confusion spell (q.v.), but all creatures in the area of effect are confused for the duration of the spell. Only fighters other than paladins or rangers and illusionists are able to combat the spell effects and are thus allowed a saving throw. Similarly, monsters which do not employ magic and have intelligence of 4 (semi-intelligent) or less are entitled to saving throws.
The material component for this spell is a small disc of bronze and a small rod of iron.
Explanation/Description: This spell is similar to the fourth level spell, shadow monsters, except that the monsters created are of 40% hit points. Damage potential is 40% of normal, and they are armor class 8.
Explanation/Description: A dream spell is a form of limited wish, but it has far more limited scope. The illusionist must actually find a comfortable place to rest, lie prone, compose his or her thoughts so as to concentrate upon the desired result, and then go to sleep. If he or she has an undisturbed sleep of not less than 8 hours duration, the dream magic will be effectuated 1 to 12 hours thereafter. Typical things which can be brought about by a dream are:
Recovery of an individuals' lost hit points.
Restoration of a body member such as a hand or foot.
Success in locating some object not heavily guarded by magic wards and protections.
Discovery of a means of ingress or egress.
Location of a safe path through a wilderness.
Improvement of chances for gaining a rich treasure.
Approximate strength of enemy/opponent forces. Note: If a creature scried by this effect has 7+ or more hit dice, it may make a saving throw versus spell. If successful, it will be undetected by the dream, and might furthermore sense the illusionist as if detecting invisible.
It must be noted that a dream is not an ultra-powerful spell, and the results of its casting must be strictly limited. The guide given above denotes the maximum capability of the casting of a dream spell. Results will never exceed these parameters on a permanent basis. If, for example, a dead companion, slain in a recent battle, were dreamed alive, he or she would remain living for but 1 turn per level of experience of the illusionist casting the spell. Thereafter, the dweomer would disappear, the companion would return to his or her previous state, and a more permanent form of magic would be needed to allow the lost individual to actually live fully again.
A dream cannot be affected by an extension or permanency spell. The illusionist can use this spell but once per week. If it is cast twice within the same week, the spell will absolutely fail the second time and the illusionist will age from 1-10 years.
Explanation/Description: This spell is virtually the same as the 4th level magic-user spell of the same name. It uses the same material components, except that if the illusionist casts a vision spell in place of the normal material components, the mirror will scry properly, although the vision spell will not function normally.
Explanation/Description: This spell is comparable to a minor creation spell (q.v.) except that it allows the illusionist to create mineral objects. If vegetable objects are created, they have a duration of 12 turns per level of experience of the spell caster.
Explanation/Description: This spell, except as noted above, is the same as the eighth level magic-user maze spell (q.v.).
Explanation/Description: Except as shown above, this spell is the same as the sixth level magic-user spell project image (q.v.).
Explanation/Description: By means of this spell, the illusionist creates the illusion of a door. The illusion also permits the illusionist to appear to step through this "door" and disappear, when in reality he or she has darted aside, and can then flee totally invisible for the spell duration. Creatures viewing this are deluded into seeing/entering an empty 10' X 10' room if they open the "door". Only a true seeing spell, a gem of seeing, or similar magical means will discover the illusionist.
Explanation/Description: The shadow magic spell allows the illusionist to cast a quasi-real magic-user spell. This spell can be magic missile, fireball, lightning bolt, or cone of cold and will have normal effects upon creatures in the area of effect if they fail to make their saving throws. If saving throws are made, the shadow magic spell will inflict but 1 hit point of damage per level of experience of the illusionist casting it, regardless of which quasi-real spell was cast.
Explanation/Description: When this spell is cast, the illusionist conjures up 1 shadow (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) for every three levels of experience he or she has attained. These monsters are under the control of the spell caster and will attack his or her enemies on command. The shadows will remain until slain or turned or the spell duration expires. The material component for this spell is a bit of smoky quartz.
Explanation/Description: This powerful illusion affects the minds and bodies of all those within the area of effect. The spell causes those affected to perceive the passage of time in a much faster manner. Those entering this area after the casting is completed are similarly affected. Every turn (10 minutes) spent under the tempus fugit spell seems like a full hour to those within its dweomer. Because of this, all functions of affected individuals are sped up accordingly. They must eat, sleep, and so forth according to an accelerated rate. The duration of other spells cast within the tempus fugit area is also sped up accordingly. One hour is as six to them, four hours a full day. This acceleration of time allows rest, renewal of spells, and recovery of hit points lost.
If desired, the spell caster can reverse the spell so that time is slowed for the individuals: An hour will seem as only a turn, a day merely four hours. Reversal requires no special preparation. In either case, the illusionist is also affected by the spell. Under the reverse, the effects will always last at least one turn after the caster desires its dispelling, because his or her reactions are so greatly slowed.
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