ILLUSIONIST ----------- Illusionists originally hail from places such as the Islands of the Sun, the Isle of Dawn, the Rime Islands, Summer Islands, and similar archipelagos near the equatorial belt, though they travel far and wide. All have seamanship and boatwright skills(for the building of small, seaworthy craft). Illusionists will also have talent/training in several of The Arts (drawing/painting, sculpting, musician/singing, musical composition, instrument making, acting, architecture, dance, wood carving, metalworking, poetry, calligraphy, glassblowing, leather working, taxidermy, weaving/dyeing, origami, modelmaker(models, figur- ines, dioramas), etc. Characters will begin with 2 of these skills and add 1 new skill at levels 6, 11, and 16. * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * +3 to SPELLS Saving Throws. * Illusionists wear no armor and carry no shield. * Weapons: kukri knives, short sword(s) - single-edged, wooden club(s), sharkstooth clubs, small thrown weapons(knives, darts, shuriken, boomerang, bolo, etc) * Illusionists can fight Florentine Style with small/short weapons (knives, short swords, clubs). * Illusionists get a number of melee attacks against 'Normal Men'(or creatures of basically that strength, i.e., goblins, kobolds, dwarves, orks, men, gnomes, giant rats, etc) equal to their XP level each round. -------------------------------------------------------------------------- Fighting Ability: Begin with +1. Add +1 at levels 3, 6, 8, 9, 11, 14, 16. (CHA)Influence(convince, seduce, intimidate): Begin with +1. Add +1 at every level though level 16. (INT)Open Magical Closures/Puzzle Boxes: Begin with +1. Add +1 every level though level 16. ---------------------------------------------------------------------------- Base Chance By Level Table ---------------------------- level 1 = 1(D6) level 7 = 1-3 level 13 = 1-5 level 4 = 1-2 level 10 = 1-4 level 16 = 1-19/D20 * Illusionists can also identify illusionist potions as a Magic-User does. * An Illusionist has the chance to identify an Illusionist item that is unknown to them without doing extensive research as a Magic-User does. * Illusionists Detect Illusion(and also Detect Magic) as a MU does. --------------------------------------------------------------------------- * Languages: Begin with Common, Rime Islander, plus 3 other languages of choice. Illusionists are also familiar with maritime communications and signal code of all nearby nations. * All Illusionists understand Illusionist Runes and can read any scrolls, items, inscriptions, spellbooks, or writings containing them. * Illusionists can use Illusionists Scrolls (or those with Magic-User or Clerical Spells otherwise employable by this class), Crystal Balls, and wands(Illusion, Fear, Paralysis, Magic Detection, etc), rings, or other magic items which have spells and powers relatable to an Illusionist. These magical items may be ones created by an Illusionist, Magic-User, or Cleric. * Cantrips can be cast at any time and cost no spell points. * 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 the mystical energies. Most spells require unrestrained movement. They use their own spell table, but the same spell points system as the Magic-user. They also use CHA to modify spells castable per day instead of PSY. * Illusionists begin with 4(plus CHA Bonus) spells of first level. Most times, spellbooks will be broken up by level; all first level spells in one book, all second level spells in another, etc. Spell- books are almost indestructible and radiate a magical aura. Spells are chosen by the player. Upon reaching 2nd level, an Illusionist may return to their teacher or community for an additional 4(plus CHA Bonus) first-level spells. Upon reaching 3rd level, the Illusionist may return and learn 4(plus CHA Bonus) second-level spells. Upon reaching 4th level, the Illusion- ist is no longer a student/apprentice and must go out into the world to seek additional spells, knowledge, and experience through advent- uring or through magical research. Illusionists of any level can return to their teacher or communities whenever they like for magical advice, illusionist item identification, and related needs. Spells learned in this way or chosen by the player. * Illusionist spellbooks read like an amalgamation of artist sketches, musical notation, dance steps, wavy lines representing bodily move- ments, phonetics of vocalizations, geometric diagrams, abstract musical notations, and elegant ciphers and sigils which can only be understood by another illusionist. Illusionists happily share spells and spell research with one another when they meet. They are always both learners and teachers in their profession. * Illusionists can research and brew magical potions(at 9th level), inks for scrolls and tattoos, fluorescent paints and magical dyes, and a variety of other specialty brews and concoctions. Once the ingredients are found, a potion usually takes D6 days to brew. Inks for scrolls will take 1 day per spell level (3rd level spells would take 3 days to distill the ink for - see MU scroll creation rules). Illusionists must have a suitable lab and equipment with which to conduct the research and distill their magical substances. * Spells can be researched, scrolls can be created, and charms can be enchanted just as a Magic-user does. * Illusionists get a +4 to saving throws vs things involving illusions or light. This bonus does NOT stack with the SPELLS SAVE bonus above. * Many mediums can be used to hold and cast illusionist magic from - musical compositions, paintings, architecture, dance movements, mathematical equations, and the like. * All Illusionists know Sleight of Hand - 'magic tricks', palming small objects, making small objects seem to vanish in thin air, concealing small objects on their own person, placing or removing small objects on/from another person without them noticing, etc. If anyone watching is within 1" and has a PER of 16+, they get a saving throw vs SPELLS to see if the trick was observed. * Escape Artist - Escape from ropes, bonds, non-magical bindings, in D6 rounds. ------------------------------------------------------------------------- * 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 fluoresces when seen with "Darksight"). Under- ground elements which radiate in the ultraviolet spectrum can be seen at a distance of 60 feet. * At 3rd level, an Illusionist can mimic any sound they have ever heard, and any voice or accent after listening to the speaker for a few rounds. * At 7th level, an Illusionist can sense invisible, astral, ethereal, and out-of-phase creatures nearby. * At 9th Level, an Illusionist is called a MASTER WEAVER. Their reputation is widely known and they will be respected and feared. Illusionists will attract D6 apprentices of levels 0-2 if they construct a stationary residence. * At 9th level, an Illusionist is able to carve wands/staves, cast rings, create potions, and craft any other Illusionist magical item and imbue them with Illusionist magicks. Magical items will usually require special materials to construct them. Some items might only be able to be crafted in a specific physical location or at a certain time of the year, under a new moon, etc. If creating an item with charges, the Illusionist must spend time charging it with magical energy. Magical runes are often inscribed upon the item to bind the magical charges to it. An Illusionist may also manufacture minor items such as talking puppets, toys, lighted color wheels, magical image projectors, fireworks, special effects, disguise kits, novelties, and related things. * At 9th level, tattoos can be drawn to hold wards and charms, as well as any other illusionist spell, and the illusionist can have a number of magical tattoos equal to their XP level/2 on their body. The same rules and CON drain apply as to Magic-Users for creating permanent magic items. As far as is known, only Illusionists from the Rime Is- lands know the secret of creating these magical tattoos. * At 16th level, an Illusionist is able to clearly SEE invisible and out-of-phase creatures as well as peer into the near Ethereal and Astral planes. * Illusionists can counterspell other illusionists. Illusionist spells may also be interrupted in simultaneous combat(see Magic-User rules). * Illusionists follow the Magic-User Spell Progression Table. ILLUSIONIST SPELLS ------------------ 1st Level --------- 1. Phantasmal Forces: Same as Magic Users. 2. Light: Same as Clerics. 3. Wall of Fog: An opaque wall of fog with the same dimensions as a Wall of Fire, but with no other effect than blocking vision. Range 16". 4. Darkness: Same as Anticlerics. 5. Change Self: An illusion spell that can make the user appear to a creature of the same general size and shape, i.e. a human could make himself look like a Gnoll, but not a Wyvern. Duration: the Level of user + D6 turns. 6. Gaze Reflection: A spell that simply acts as a perfect mirror, reflecting the gaze of a Basilisk or Medusa as if a mirror was in front of their eyes. The target of the spell gets a save vs magic against the spell as well as a save vs their own gaze. The first save is made at +4 if the subject is in melee. Range 9". 7. Hypnotism: Acts like a Charm person spell with a +2 chance of success, it is necessary for the subject to look the Illusionist in the eyes. Range 9". 8. Detect Invisible: Same as Magic-Users. 9. Ventriloquism: As MU spell of name, but Range 9”, Duration 5 Turns. 10. Mirror Image: As MU spell of same name. 11. Detect Illusion: Detects any illusion for what it is. Range 6”, Duration 3 Turns. 12. Color Spray: A sheet of bright conflicting colors. They affect 1-6 levels of creatures, rendering them unconscious through confusion. (Note: for every 5 levels above Trickster the caster has obtained, add one to the die roll for amount of levels, the number never to exceed 6.) The distribution of the effect if there are more target levels than spell levels is semi- random, first one creature is fully affected, then another, till all the levels are assigned, there being no more than one partially affected creature. There is no saving throw vs this spell if the creature is fully affected, if all but one level is affected, it gets a normal saving throw, for every level unaffected beyond the first, it gets an additional +2 on its saving throw, in any case, it will not affect any creature above the 6th level. Range 24”. 13. Audible Glamour: Cause a volume of sound to arise, at whatever distance within range, and seeming to close, recede or remain stationary - talking, singing, marching, music, thumping and bumping, etc. Lasts 2 rounds/level, Range 6" + 1"/level. 14. Read Illusionist Magic: As Read Magic but for illusionist scrolls and magical inscriptions. 15. Spook: Enables the illusionist to play upon natural fears to cause the subject creature to perceive the spellcaster as someone or some- thing inimical. Without actually knowing what this is, the illusionist merely advances threateningly upon the subject, and if a successful saving throw versus spell is not made, the creature will react by rapidly turning and fleeing in as opposite a direction as is possible (effects as a wand of fear, though items carried are not dropped). Although the spell caster does not actually pursue the fleeing creature, a phantasm from its own mind will do so. However, each round after the initial casting of the spookspell the creature is entitled to another saving throw, and each such saving throw is at a cumulative + 1 per round, until the subject sucessfully saves versus spell and the spell is broken. Affects 1 creature within 1" of caster. 16. Chromatic Orb: Creates a small globe of varying hue in the caster's hand which can be hurled at any target within 3". It will be able to hit and damage any creature usually only hit by magical weapons, although magic resistance can nullify its affects. The color of the globe determines its effect when a subject is struck. Low-level illusionists are restricted as to what color orb they can bring into existence by means of this spell, although the hues below their level are always available should the choice be made to select a color not commensurate with level of experience. Colors and effects are shown on the table below. Caster lvl Color of Orb Damage Special Powers ---------- ------------ ------ -------------- 1st Pearly 1-4 light 2nd Ruby 1-6 heat 3rd Flame 1-8 fire 4th Amber 1-10 blindness 5th Emerald 1-12 stinking cloud 6th Turquoise 2-16 magnetism 7th Sapphire 2-8 paralysis 10th Amethyst (slow) petrification 12th Ashen (paralysis) death Notes on special powers: 1: Light equal to a light spell will be generated and persist for 1 round/ level of the caster, and any subject failing to save versus spell will be blinded for the duration. 2: Heat from the ruby orb will melt up to 1 cubic yard of ice, and creatures not saving versus spell will suffer a loss of 1 point of strength and 1 point of dexterity (or -1 “to hit” and AC) for 1 round following being struck by the orb. 3: Fire from the orb will set aflame all combustibles within a 1 ’ radius of the target, and unless the target saves versus spell an additional 2 points of fire damage will be suffered (except when protected from fire by magical or natural means). 4: The target subject will suffer blindness for 5-8 rounds unless a successful saving throw versus spell is made (cure blindness or dispel magic negates this effect). 5: A magical stinking cloud of 5’ radius (around the target) is created when a successful hit is made, and the subject must save versus poison or else be helpless, and in any event will be helpless until leaving the area of the vapors (cf. stinking cloud spell). 6: The turquoise orb inflicts electrical damage, and if the target is wearing ferrous metal it will be magnetized for 3-12 rounds unless a saving throw versus spell is successful. Magnetized metal will stick fast to other magnetized metal items, and non-magnetized ferrous metal items will cling until pulled free. 7: Unless a saving throw versus paralyzation is made, the subject creature will be paralyzed for 5-20 rounds. 8: The subject creature will be turned to stone unless a saving throw versus petrification is made, and even if the save is made, the subject will be slowed for 2-8 rounds (cf. slow spell). 9: The subject creature will die unless a successful saving throw versus death magic is made, and even if a save is made, the subject will be paralyzed for 2-5 rounds. 2nd Level --------- 1. Improved Phantasmal Forces: Same as regular Phantasmal Forces but the Illusionist can move while employing the spell. Also the illusion will last up to 3 rounds after the Illusionist has stopped concentrating. 2. Invisibility: Same as Magic Users. 3. Fog: A cloud of opaque fog that acts like a Cloudkill except that it has no effect but to obstruct vision. 4. Blindness: A spell that if it succeeds will cause the object to become blind until the spell is dispelled or removed by the caster. Range 12". 5. Misdetection: A spell that if it succeeds can cause a detect spell to malfunction (Detect Good, Evil, Magic, etc.). Its chance of success is determined in the same way as Dispell Magic. 6. Hypnotic Pattern: A pattern that the Illusionist projects in front of him that will hold motionless staring at the pattern anybody that looks at it and fails their save. It can catch 4-24 1st level types, 3-18 2nd level types, 2-12 3rd or 4th level types, 1-6 5th, or 6th level types. The effect will last as long as the Illusionist concen- trates + 2D6 rounds. Range 12". 7. Detect Magic: Same as Magic Users. 8. Deafness: Same as Blindness but affects hearing. 9. Magic Mouth: As MU spell of same name. 10. Rope Trick: As with MU spell of same name. 11. Dispel Illusion: This spell will automatically dispel any illusion caused by a non- Illusionist. Vs. those caused by Illusionists, it functions like Dispel Magic. Range 12”. 12. Blur: The caster’s appearance is highly blurred, making him -2 to be hit, and +2 on saves vs wand and staves. Duration 4 + D4 turns. 13. Alter Self: Same as Change Self but the caster can alter their size up to 50% larger or smaller. If the form selected has wings, the caster can fly, but at only 1/2 the speed of the emulated creature. If the form selected has gills, the caster can breathe underwater. 14. Whispering Wind: 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. 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 rounds. 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 caster cause the whispering wind to move as slowly as 1 ” per round or as quickly as 20”(or any rate in between. 15. Fascinate: The illusionist attempts to captivate the subject creature’s 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 they go, 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 CHA 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 unreason- able of these requests will add from + 2 to + 6 to the dice roll.) The spell is shattered whenever comeliness is exceeded. Creatures of normal sort with animal intelligence will remain fascinatedfor 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 CHA of the illusionist that the subject will willingly choose to be- friend 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. Range 3". 3rd Level --------- 1. Invisibility 10' Range: Same as Magic Users. 2. Fear: A spell that projects a field not unlike that produced by a Fear Wand. It will affect 4-40 1st level types, 3-30 second level types, 2-20 3rd level types, 1-10 4th level types, 1-6 5th level types, 1-4 6th level types. Range 18". 3. Spectral Forces: Similar to Improved Phantasmal Forces, but includes sound, smell and temperature illusions, also these are not destroyed by touch and they last up to 5 rounds after the Illusionist has stopped concentrating. 4. Continual Light: Same as Clerics. 5. Continual Darkness: Same as Anticlerics. 6. Paralyzation: A spell that paralyzes twice as many hit dice/levels as the Illusionist's level. If the creature has only part of its levels affected, it saves at +2 per un- affected level. Lasts until dispelled or the Illusionist removes it. Range 18". 7. Nondetection: A spell that prevents Detection spells from working against the Illusion- ist using it. It also acts like an Amulet vs. ESP and Crystal Balls. Duration 2 times the level of the Illusionist. 8. Hallucinatory Terrain: Same as Magic Users. 9. Suggestion: Like the MU spell of the same name. 10. Phantasmal Killer: A spell that causes an illusionary horrible beast (formed from the subject’s own fears) from whom any cut causes death. The beast is visible only to the Illusionist and its subject, it is immune from all attacks and barriers, as it exists only in its subject’s mind. To defend against it, the subject must try to disbelieve it, to do so he must roll a saving throw vs magic with the below modifiers: INT 18 = +4 Helm of Telepathy* = +4 16-17 = +2 Nonintelligent = +10 13-15 = +1 2nd+ use against same target = +5 Misses by killer +1/per miss The phantasmal killer must hit vs AC9, as if the caster, to kill. Each miss takes up a melee round, and gives the subject an additional save vs magic. Range 6”. * Can turn killer back on its caster. 11. Illusionary Script: A special form of writing that can only be read by the one whom the Illusionist set it to be read by (like Magic Mouth), any others who attempt to read it must save vs magic or be confused for 1-6 turns. One spell is suitable for a full page. 12. Dispel Exhaustion: This spell temporarily gives its recipient the illusion of being well rested and healthy. It allows action without rest, however, after the spell ends, one must rest twice as much as has been missed. It also allows recently raised and badly wounded men to move about normally, but they take an additional 1-6 points of damage. Duration 4 Hours. 13. Color Bomb: A blast of confusing colors with a 1" radius area of effect. Affects 3-18 levels like Color Spray, but with no maximum level. Range 24". 14. Dreams: This spell will cause a MU or Illusionist to go off in daydreams and so be totally incapable of doing anything useful. Lasts until dispelled. It is dispelled by Dispel Magic, Dispel Illusion, or Remove Curse. MU saves vs this at -1, Illus- ionists at -3. Range 18". 15. Day-Glo Decorations: Paints up to 2D6 invisible creatures with happy and bright day-glo colors. Lasts 2 times as many rounds as the illusionist has levels. Range: 24". 16. Rope Trick: Same as Magic-Users. 17. Wraithform: The Illusionist and all their gear become insubstantial and the illusionist can only be hit by magical +1 weapons or better. Most undead will ignore the caster, thinking them to be just another undead. Liches get a save vs magic to recognize the dweomer. The illusionist will be able to fit through small cracks(like a vampire in gaseous form). No form of attack is possible except against ethereal creatures. Dispel Illusion and Dispel Illusion will force the illusionist back into physical form. The caster can end the spell at any time. Duration 3 rounds/level. 18. Phantom Steed: 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 milkycolored. 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. 10th 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. 19. Phantom Wind: 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 prog- ressively 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. Range 2"/level. Duration 3 rounds/level. Area of Effect 1" wide path. 4th Level --------- 1. Improved Invisibility: Same as Invisibility. 10' range, but allows you to attack while using it. 2. Massmorph: Same as Magic Users. 3. Shadow Monsters: This spell allows the Illusionist to create semi-real monsters that have 1/5 the hit dice of the original (note: fractions are handled thusly: 1/5 over, nothing; 2/5, +1; 3/5, +2; 4/5, +2). So, a shadow giant slug(12HD) would be 2+1 HD. The armor class of the creatures is automatically 9. The creatures do not get special abilities, such as turning to stone, draining life levels, or breath weapons. Their melee damage if NOT believed is 1/4 of normal. The Illusionist can raise his level in hit dice of shadow monsters. Such monsters take double damage from silver. Duration is 1 hour. Range 24". 4. Shadow Magic: This spell allows using of semi-real offensive spells that have the following effects. Lightning Bolts and Fire Balls, one hit die for every 4 levels; Wall of Fire or Ice, 1 or 2 points of damage, Ice Storms 1-8 points, Magic Missile 1-2 points per missile. Death Spell 1-8. However, if the target should believe that the spell used against it is the real one, then it has full normal effect. Any offensive spell with a physical effect of 6th level or less can be mimicked. Range and Duration are the same as the spell being mimicked. 5. Minor Creation: Creation of Djinn style materials up to wood in hardness, the maximum that can be created in a day is 10# weight per level of Illusionist. The materials will last 4 + level of Illusionist + any bonus or penalty the GM cares to give for hardness, days. 6. Emotions: A spell that projects various emotions as in Fear. The emotions that can be projected are: Fear, as described earlier, Battle Lust that makes men fight as Berserkers, which can be countered by Fear (however, if Fear is thrown first, Battle Lust does not counter it), Deprivation, which can cause men to desert and lowers morale by 75%, Bravado which can cause immunity from Fear, Bravado which can counter Deprivation, Hate can be used but its interpretation by the subject is variable: 1, 2, hate any enemy around; 3, 4, hate each other; 5, 6, 7, hate both; 8, hate selves; 9, 10, hate caster. A person under the influence of a hate spell will attack whoever the die roll says. If hates self, then commits suicide. Range 18". Duration as long as Illutionist concentrates. 7. Confusion: Same as Magic-Users. 8. Rainbow Pattern: As Hypnotic Pattern but with a rainbow-hued band of interplaying patterns. Once the spell is cast, the illusionist only needs to gesture in any direction they desire and the pattern of colors will slowly move off in that direction at a rate of 3" per round. It will persist without any further attention by the caster for another 2D6 rounds and all creatures(up to 24 HD or levels) subject to the dweomer will follow the moving rainbow. If the pattern leads its target into a dangerous area (a fire or off the side of a cliff, etc), allow a 2nd saving throw. If the view of the pattern is blocked, the spell is broken. Range 12". 9. Phantoms: This spell creates 1-6 phantoms if the caster is 6th-10th, 2-12 if the caster is 11th-15th, and so on. Phantoms look identical to the caster, and melee the same, except that they have 2-12 hp each. If hit by a magic weapon they must save vs magic (as if their caster) or be dispelled. If one is killed (not dispelled) the caster takes 2-4 points of damage. The illusionist does not have to see them in order to control them, but they follow orders as if they had 1/2 the illusionist's INT. The phantoms may not use spells or magic items. Duration D10 + level of caster turns. Range 24". 10. Dream Travel: Visit a person that is known to the Illusionist in their dreams. Lasts 1 turn per level of the caster. 5th Level --------- 1. Projected Image: Same as Magic Users. 2. Summon Shadow: A spell similar to Invisible Stalker except the creature summoned is a Shadow. (one Shadow for every level above 5th the Illusionist has attained). 3. Major Creation: Gives user full Djinn creation powers, up to 30# weight created per level of the caster per day. 4. Chaos: A spell that affects an area 3" X 3", confusing the entire area. A creature caught in an area hit by the spell is automatically confused until it leaves; however, 9th level fighters and high Illusionists are not affected. Range 12"; duration: as long as the Illusionist concentrates. 5. 1st Level Magic-Users Spells: The Illusionist can choose 4 first-level Magic-user spells to learn. An additional first-level MU spell may be added at each new XP level thereafter. 6. Demi-Shadow Monsters: Same as Shadow Magic, but the monsters are 2/5 the hit dice of the original, and the armour class is 8. The amount summoned is now a maximum of 1-1/2 times the level of the Illusionist in hit dice. 7. Demi-Shadow Magic: Same as Shadow Magic but the damage is doubled. 8. Ethereal Travel: Become ethereal and travel on the Ethereal Plane or walk along the ethereal border to travel far distances on the Prime Material. Duration 1 hour/level. 9. Dream: A form of limited wish. If the caster has undisturbed sleep for 8 hours, they may dream of something they wish to happen and it will come to pass 1-12 hours after they awaken. Examples of things that can be dreamed for: Recovery of Illusionist's lost hit points Restoration of a body memeber like a hand or foot Success in locating some object not heavily guarded by magic Discovery of a means of ingress or egress Location of a safe path through the wilderness Knowledge of approximate strength of enemy/enemy forces (a 7HD or higher opponent being scried gets a save) 10. Magic Mirror: Turns an ordinary mirror into a scrying mirror. Duration 1 round/level. 11. Tempus Fugit: Perception of time for the target(s) is sped up or slowed down. 1 hour seems like 10 minutes or ten minutes seems like 1 hour. This spell affects the minds and bodies of the recipients. If time is sped up, all those affected must eat, sleep, etc, at an accelerated rate. Wounds heal faster, spells can be learned in far less time, etc. Area of Effect 1" radius. Duration 6 turns/level. 12. Advanced Illusion: 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 1 round 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 communica- tion, each such viewer gains a saving throw versus spell with a + 4 bonus. Range 6" + 1" per level. Duration: 3 rounds + 1 round/level. 6th Level --------- 1. Mass Suggestion: A broad area version of the suggestion spell, affecting 1-8 creatures or 1 creature at -4 saving throw. The same suggestion must be made to all on whom it is cast. 2. Permanent Illusion: As with spectral forces, but lasts until dispelled. 3. Shadow Monsters III: Like Demishadow Monsters, but 3/5 the hit dice of the original, and are AC 7. The caster raises twice his level in hit dice. 4. Programmed Illusion: A Form of Spectral Forces. It will perform pre-set instruction with- out the Illusionists directing it. Ex., A manticore appears, circles the camp for 3 turns, screams, then flies off while the Illusionist escapes. Duration 12 rounds + 1 round/level. 5. Conjure Animals: Same as clerical spell of same name. 6. True Sight: A polymorphed creature or object looked at with this spell will appear as it really is, superimposed with its present form. Also when looking at a person one may tell his alignment, class, level, and intentions. With it one may also see invisible, displaced, and astral objects. Duration level — 10 + roll of 6-sided die. 7. Phantasmagoria: By means of this spell, the illusionist prepares a special form of spectral forces spell which is triggered by some special action. The phantasmagoria typically includes a full visual, audial, olfactory, and touch illusion which involves falling, sliding, or moving rapidly. The effect can be aimed at making the subjects believe that they are so doing or that something else is doing so. Range 6". Duration 1 round/level. 8. Mislead: the illusionist actually creates a phantasmal double at the same time that he or she is cloaked by improved invisibility magic. The illusionist is then free to go elsewhere while his or her phantasm seemingly moves away. The spell allows the phantasm of the illusionist to speak and gesture as if it were real, and there are full olfactory and touch components as well. A detect illusion, true seeing or true sight spell, or a gem of seeing, will reveal the illusion for what it is, and a detect invisibility, true sight, or true seeing spell, or a gem of seeing or robe of eyes, can detect the invisible illusionist. Range 1". Duration 1 round/level. 9. Mirage Arcane: The spell enables the caster to make an area appear to be something other than it is. The illusionist is able to make it appear as whatever he or she envisions. The spell will remain as long as the caster maintains a faint concentration upon it, and even after this is no longer held the spell will persist for a total of 6 turns plus 1 additional turn for each exper- ience level of the caster. (Note: Faint concentration can be maintained during normal conversation but not while spell casting, in melee, or if harmed by an attack.) In all cases the mirage arcane must be of some place the illusionist has actually seen personally. If he or she actually has a small bit of anything connected with the place envisioned to create this spell, then it takes on a form of reality. In its basic form, forceful contact and tactile discovery are necessary to have any hope of discovering the magic, short of a detection device or spell. In its more complex form, where a material component is used, detection is possible only by some magical means, whether device, item, or spell. Either form of mirage arcane is subject to dispel illusion or dispel magic. As with all powerful illusions, the mind of the beholder will cause appropriate effects upon the viewer's body. Conversely, belief cannot usually affect the laws of nature and magic. However, under the in- fluence of this spell, the viewer could possibly walk across a bed of hot coals thinking it was a shallow stream of water which was cooling his feet (and taking no damage), dine upon imaginary food and actually be nutritionally satisfied, or rest comfortably upon a bed of sharp stones, thinking it to be a featherbed. Gravity, for instance, is not affected by the dweomer, so that an envisioned bridge spanning a deep chasm will not support the believer. Those who may be there to witness the event will see it as a sudden disappearance of the individual. They will in no way connect it with an illusion unless they are 0therwise aware of some magic at work. Range 1"/level. Area of Effect 1" radius/level. 7th Level --------- 1. Astral Spell: Same as MU spell of same name. 2. Prismatic Wall: Same as MU spell of same name. 3. Maze: Same as MU spell of same name. 4. Vision: When an Illusionist wishes guidance from those above, he formulates his question, then casts this spell. Random reaction dice are rolled, and +2 are added to the result. If a negative result is rolled, the Illusionist is quested to do some task, if a neutral result is rolled, then he gets information of use to him, but not what he asked for, if a positive result is achieved, he is told the answer in great detail. 5. Alter Reality: Like a limited wish, but it must be used in conjunction with an Illusion; an Illusion is first cast of what is wished to happen, then the spell. 6. Prismatic Spray: A stream of colored energy, 9” long, 1” wide. If any are hit by it, roll an 8-sided die, 1-7 are as if the target has passed through the corresponding layer in a pris- matic wall, a roll of 8 means he has been hit by two colors, roll again twice, ignoring 8’s. 7. Weird: During the casting, the illusionist must call out to the subject or subjects, informing one or all that their final fate, indeed their doom, now is upon them. The force of the magic is such that even if the subject or subjects make their saving throw, fear will paralyze them for a full 2 rounds, and they will lose from 1-4 strength points from this fear, although the lost strength will return in 7 rounds. Failure to save versus spell will cause the subject or subjects to face their nemesis, the opponent(s) most feared and inimical to them. Actual combat must then take place, for no magical means of escape will be possible. The foe fought is real for all intents and purposes. If the subject or subjects lose, then death occurs. If the weird caused by the dweomer is slain, then the subject or subjects emerge with no damage, no loss of items seemingly used in the combat, and no loss of spells likewise seemingly expended. The characters gain ex- perience for defeating the weird if applicable. Although each round of combat seems normal, it takes but 1/10 of a round of real time. During the course of the spell, the illusionist must concentrate fully upon maintaining it. Range 3". Area of Effect 2" radius. 8. 2nd Level Magic-Users Spells: Same as 1st level Magic Users spells but with 2nd level spells.