Illusionist ----------- * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * Attacks and Saves as Magic User. * Only light armor and no shield (though armor is disdained by most illusionists). * Weapons: dagger, staff, sling, small thrown weapons(knives, darts, shuriken, boomerang, etc), plus one other weapon, such as a longsword or spear for example(player's choice). * Illusionists can fight Florentine Style with small/short weapons. * Illusionists cast spells as MU's do, but there are strong somatic components in most illusion spells. Spellcasters literally dance as they weave and shape mystical forces. Most spells require unrestrained movement. * For Illusionists, the primary Ability which affects their castings is CHA (rather than PSY as with MU's). See MU notes about casting spells. * Illusionist spellbooks read like an amalgamation of artist sketches, musical notation, dance steps, wavy lines representing bodily move- ments, phonetics of vocalizations, geometric diagrams, and strange mathematical ciphers and sigils. * Illusionists can research and brew magical potions, inks for scrolls, etc. Once the ingredients are found, a potion usually takes D6 days to brew. * Illusionists get a bonus on rolls to disbelieve illusions not cast by them equal to their CHA bonus. * Can sense invisible and out-of-phase opponents nearby at 7th level. * Illusionists can counterspell other illusionists (see Magic-User counterspell rules). * Spells, scrolls, items, charms, etc, can be researched and created as a magic-user does. * Cantrips can be cast at any time and cost no spell points. * Illusionists can use any magic item, wand/staff, scroll that a Magic-User can. * Illusionists Detect Magic(and also Detect Illusion) and have a chance to identify magic items as a MU does. * Many mediums can be used to hold and cast illusionist magic from - musical compositions, paintings, architecture, dance movements, equations, etc. * Tattoos can be drawn to hold wards and charms, as well as any other illusionist spell. The illusionist can have 1 tattoo per XP level and the same rules and CON drain apply as to Magic-Users. As far as is known, only Illusionists or Mages from the Rime Islands know the secret of creating these magical tattoos. * At level 1, Illusionists receive the ability of Darksight which allows them to see 30 feet in the dark(their spellbooks are often written in ink that flouresces when seen with "Darksight"). Underground elements which radiate in the ultraviolet spectrum can be seen at a distance of 60 feet. * Illusionists originally hail from the Rime Islands far to the south. All have seamanship and boatwright skills. Illusionists will also have talent/training in one or more of The Arts (painting, sculpting, music, singing, acting, architecture, dance, carving, drawing, calligraphy, poetry, etc. Characters will begin with 2 of these skills and add 1 skill at levels 6, 11, 16, and 21.