The Basic Illusionist

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Secrets of the Shadowend

The Basic Illusionist


By Nathan E. Irving
Cover Art from The Sleeping Beauty and Other Tales From the Old French, by Sir Arthur Quiller-Couch.
Edmund Dulac, illustrator. New York: Hodder & Stoughton, 1910.
Interior art by Harry Clarke (pgs. 2, 4, 6, & 28), Arthur Rackham (pgs. 14, 17, & 18),
and Gwynn Kirk (pg. 30; copyright Nathan E. Irving)

Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch
Nathan E. Irving and Darkwater Press are in no way affiliated with Matthew J. Finch, Mythmere Games, or Frog God Games.

http://secretsoftheshadowend.blogspot.com/
Secrets of the Shadowend: The Basic Illusionist is Copyright 2013 Nathan E. Irving

Table of Contents Frequently Asked Questions:


FREQUENTLY ASKED QUESTIONS: ...............................1 Q - What is the most important thing to know about
this book?
THE ILLUSIONIST CLASS ...............................................3 A – This book is not what it might seem. First and
foremost, this is a book of choices. Great pains have been
CLASS FEATURES ............................................................. 3 taken to not create new rules, restrictions, or requirements.
MOUNTEBANK (ILLUSIONIST VARIANT)................................ 4 Adding this book to your current OSR game should not make
it more complex or cause your Referee to develop many more
ILLUSION MAGIC .........................................................5 headaches or involuntary tics than usual. Everything in this
book can be ignored without peril.
TYPES OF ILLUSIONS:........................................................ 5
ILLUSIONS & DAMAGE ..................................................... 5 Q – I don’t play an illusionist, want to play an
THE REALITY OF ILLUSIONS ................................................ 5 illusionist, or care about illusions. What’s in it for me?
GUIDELINES FOR ILLUSIONS ............................................... 6 A – Spells. 21 pages of spells. In wee little 9-point type.

ILLUSIONIST SPELL LISTS .............................................7 Q - Where is the Experience Chart?


A – In the core rules of your choice. The default
ILLUSION DESCRIPTIONS .............................................8 experience schemata for the Shadowend is a single unified
CONDITIONS ................................................................ 29 table, but the magic-user advancement chart may be used
without issue in OSR games. This illusionist is intended to be
MONSTERS OF ILLUSION ........................................... 30 equal, not inferior, to the magic-user.

FUNGI, PSYCHE............................................................. 30 Q – This illusionist gets a lot of stuff. Are you sure it’s
IMAGO CREATURE (TEMPLATE) ........................................ 30 not more powerful than the magic-user?
PISCIDINE .................................................................... 30 A – Compared to the base magic-user in most OSR games,
it probably is. There are a couple ways to mitigate this. The
OPEN GAME LICENSE VERSION 1.0A ......................... 31 core features of this class are Pierce the Veil and Sense
Deception. Pierce the Veil is a less-powerful version of the
Declaration of Open Game Content: All text is designated Open Game magic-user’s bonus to saves versus spells. Sense Deception is
Content with the following exceptions: the proper names of creatures,
characters, places, unique items or artifacts, and events; descriptive text more powerful, but thematically appropriate to the illusionist
concerning the Shadowend Campaign Setting or the characters therein; email and its later introduction offsets the disparity. If magic-users
addresses; and website addresses wheresoever they may occur in the text. gain familiars, illusionists should be allowed Persistent
Declaration of Product Identity: All proper names of creatures,
Illusion and Permanent Illusion, OR the Face/Faces/Mirror
characters, places, unique items or artifacts, and events is hereby declared abilities. The magic-user should gain an apprentice when the
Product Identity except when used in the name of a spell, feat, or common illusionist does. The magic-user does have a broader selection
magical item. The names and terms Darkwater Press, Notes from the of spells, which is a point for them.
North, Secrets of the Shadowend, Shadowend Campaign Setting, Shadowfall
Campaign, and Winterfall Campaign Setting are hereby declared Product
Identity.
The Basic Illusionist
Q – Why so much stuff? Q – Can illusionists learn magic-user spells?
A – I like classes to develop interesting abilities as they A – With limits. In general, illusionists should not learn
gain levels. elemental or energy-themed spells, spells that deal real
damage, spells involving the undead, or spells that summon
Q- Where’s the rest of the spell chart? creatures. Spells that physically transform the caster or others,
A – Extrapolate from magic-user chart in the rules of your such as the polymorph spells, can be learned as spells of two
choice. I made a choice to cap the classes at 12th level. levels higher, and the illusionist’s chance to know them is
determined as though her intelligence were two points lower.
Q – Whoa…the spell chart is different from the magic- Spells that allow the caster to gain information through
user’s! What’s up with that? personal observation (detection spells) and spells that
A – I wanted a smoother progression. You should influence other people’s minds are learned at +1 spell levels
probably use this one for the magic-user, or vice-versa, rather and no reduction in intelligence.
than both in one game.
Q – Can magic-users learn illusion spells?
Q - What about higher level spells? A – Yes. Spells that inflict “real” damage, including all
A – They can be learned as unique rituals. chromatic and prismatic spells, can be learned at the same
level by both classes. Spells that are primarily illusions can be
Q – Why does the illusionist get 9th level spells? learned as magic-user spells of one level higher. The potential
A – I didn’t see the point in restricting them to 7th level. It scope of a magic-user’s spells is one of their strengths, so
caters to the perception that illusionists are inferior to magic- magic-users can learn illusionist spells easier than vice-versa.
users; makes it harder to swap spells between the two lists;
and sets up a weird dynamic where 9th level and 6th level Q – What about magic items?
magic-user spells are both potential 7th level illusionist spells. A – As a magic-user, subject to the restrictions noted
under learning spells with regard to scrolls, wands, and staffs.
Q – What else did you change from the base rules?
A – Not much. I smoothed out some of the language in the Q – This is “The Basic Illusionist”. Is there an
spell descriptions (all durations are now measured in rounds, “Advanced Illusionist”?
turns, and hours, for instance). Phantasmal force now does A – A “Complete Illusionist”, more likely. The class will
illusory damage, not “real” damage. I did not change hit NOT change, but there will be other variants like luminists
points, although I prefer casters to have d6 for HD, not d4. If and shadowmancers; information on apprentices, followers,
you do this, end HD at 9th level, not 11th, and non-casters like and sanctums; illusionist magic items; and spells. Lots and lots
thieves should have d8, just like clerics. and lots of spells. Let’s put it this way; the spells alone will
probably equal the pages in this book.
Q – Why is the alter reality spell different?
A – Because the original, and most alternate versions, are
dull. This one has a lot more story potential.

2
The Basic Illusionist
The illusion does not turn her invisible or allow her to
The Illusionist Class disguise herself as a specific individual or type of person. She
retains her general shape and appearance.
Illusionists are masters of deception and misdirection.
At 7th level the illusionist can extend this ability to include
Prime Attribute: Intelligence 13+ (+5% experience bonus)
any companions within 30’ of her.
Hit Dice: 1d4 (+1 hp per level after 11th level.)
Sense Deception (5th): By 5th level, an illusionist has
Armor/Shield Permitted: None
developed a keen sense of what is real and true, and what is
Weapons: Dagger, Dart, Staff
not. She gains a knack for sensing illusions, lies, and trickery.
Races: Elves, Gnomes, Half-Elves, and Humans may be
This knack does not necessarily indicate what is an illusion or
Illusionists.
what is a lie, merely the presence of one. It does not replace a
Skills: An illusionist is skilled in feats of knowledge and
saving throw.
perception, magical lore, legerdemain, and lying, smooth-
Apprentice (9th): At 9th level, the illusionist gains a 2nd-
talking, tale-telling, or yarn-spinning.
level apprentice henchman. If the apprentice dies, another will
Alignment: Illusionists are usually Neutral or Chaotic.
replace her the next time the illusionist gains a level,
depending on the circumstances surrounding the death of the
Class Features previous apprentice(s).
Mirror (9th): At 9th level, the illusionist can appear
Persistent Illusion (1st): Any illusion the illusionist casts
exactly as another individual of roughly the same body type,
with a duration of “concentration” persists for a number of
and no more than twice as tall or half as high. The illusionist
rounds equal to her level after she stops concentrating.
looks, feels, smells, and sounds just like the target creature.
Pierce the Veil (1st): Illusionists have a +2 bonus on saves
The effect requires the illusionist to have a portion of the
against illusions.
target creature (a hair, drop of blood, a tooth) or significant
Spells (1st): Illusionists are practitioners of arcane magic,
item ( a scepter or crown, an amulet, a personal weapon). This
which means they learn their spells and magical abilities
item is incorporated into the illusion in its true form, and the
through long hours of study and research. They keep
effect ends if it is separated from the illusionist.
spellbooks and prepare spells just as magic-users do.
This effect does not confer any special knowledge or
Beginning illusionists know 1d4 + the Minimum Number
abilities on the illusionist, but the duplication is otherwise
of Basic Spells Understandable Per Level given under
seamless. Creatures that interact with the illusionist do not
Intelligence in the Swords & Wizardry rules, to a maximum of
gain a save to disbelieve. The illusionist’s actions, or lack of
eight spells. The player and Referee can determine which
specific knowledge, can cast doubt on her identity, but her true
spells might possibly be known and available; the number of
identity cannot be discerned without magical aid.
spells given here is far greater than would be available to any
Mirror lasts for one hour. The illusionist can extend the
beginning spellcaster, and many arch-illusionists. No spell is
duration beyond an hour by making a saving throw, with
guaranteed or absolutely necessary; an illusionist can always
success indicating the effect lasts for another hour, and failure
read their own spellbook without aid; the read magic spell
ending the effect.
allows them to read scrolls or other spellbooks.
Permanent Illusion (11th): At 11th level the illusionist can
Face in the Crowd (3rd): At 3rd level the illusionist can
cause one illusion to become permanent. The caster can
cause herself to appear so normal, mundane, and
attempt to make as many permanent illusions as she wants, but
unexceptional that she blends into her surroundings. All
doing so requires a saving throw for each additional
creatures in the area treat her as if she belonged there,
permanent illusion. A failed save means all the illusions end.
effectively ignoring her. Creatures that directly interact with
Sanctum (11th): At 11th level the illusionist can build a
the illusionist make a save to disbelieve the illusion, and
stronghold and attract followers, including 1d6 apprentices of
mindless creatures are not affected by it. The illusionist can do
various races and species (70% human; 10% gnome; 10%
this for one round per level per day, in increments of one
half-elf; 5% elf; 5% other (faerie dragon, sprite, etc.).
round.

ILLUSIONIST CLASS
XP Hit Dice Attack Saving Spells per Day
st nd rd th th th
Level Required (d4) Bonus Throw Class Features 1 2 3 4 5 6
1 0 1d4 +0 15 Persistent Illusion, Pierce the Veil, Spells 1
2 2500 2d4 +0 14 2
3 5000 3d4 +1 13 Face in the Crowd 2 1
4 10,000 4d4 +1 12 3 2
5 20,000 5d4 +2 11 Sense Deception 3 2 1
6 35,000 6d4 +2 10 3 3 2
7 50,000 7d4 +3 9 Faces in the Crowd 4 3 2 1
8 75,000 8d4 +3 8 4 3 3 2
9 100,000 9d4 +4 7 Apprentice, Mirror 4 4 3 2 1
10 200,000 10d4 +4 6 4 4 3 3 2
11 300,000 11d4 +5 5 Permanent Illusion, Sanctum 5 4 4 3 2 1
12 +100,000 +1 hp +5 5 5 4 4 3 3 2
per level per level

3
The Basic Illusionist

Mountebank (Illusionist Variant) (which create a false sensation) and glamers (which changes
an object’s qualities) over luminous, pattern, phantasm, or
Mountebanks are con-men, flim-flam artists, and shadow spells. (Shadow spells have certain uses to those
charlatans with a strong arcane bent. While illusionists can mountebanks that dabble in more physical endeavors,
arise from any type or class of person, mountebanks are however.)
almost always self-taught prodigies from the lower classes out The spellbook of a mountebank is always heavily
to make a coin or two. They prefer urban surroundings (that’s concealed and nearly unrecognizable as a spellbook (or even a
where the money is), and settled mountebanks (not quite an book, sometimes). They will go so far as to record each known
oxymoron) often establish ties with the local thieves guild, spell on a different piece of paper, and hide them in a variety
providing magical support for the guild’s activities. of locations around their dwelling, or invent their own magical
Mountebanks utilize shorthand and write spells in the margins of more mundane
deception and misdirection works (the mountebank Gimble Dwindle owned seventeen
even more than most copies of the 573-page opus Investigations Into The Tax
illusionists, relying Peculiarities of The Nomadic Keldruar People for this
heavily on figments purpose, sixteen more than owned by the author and,
remarkably, fifteen more than were actually printed).
A mountebank follows all the normal rules for illusionists
unless otherwise noted.
Armor/Shield Permitted: A
mountebank can wear light armor, but
loses access to one level of spells for
each point of armor thus gained. They cannot use
shields.
Weapons: Crossbow (light), Dagger, Dart,
Shortsword, Staff.
Skills: As the illusionist, plus disguise and
sleight-of-hand, and either magical lore or local
lore.
Spells: A mountebank’s ability to inflict damage with
their magic is even weaker than that of a normal illusionist.
Any spell that inflicts real (non-illusory) damage is one
level higher for a mountebank than for a conventional
illusionist.
Cloud Perception (5th): Anyone attempting to
use magical divination or perceptions to pierce
the mountebank’s spells must make a saving
throw to uncover the illusion. This feature
replaces Sense Deception.
Already Running (11th): Experienced
mountebanks have a keenly developed
sense of when it’s time to run. Once per
day the mountebank can create a simple
programmed illusion of himself. This is
similar to the spells mislead and
programmed illusion, except the illusion has
a clichéd and somewhat bland version of the
caster’s personality, has only a limited number
of reactions or responses (as many as the
caster has levels) to stimuli, and is wholly
insubstantial.
The caster can activate this ability
instantly (in which case it lasts 1+1d4 rounds),
after a round of preparation (in which case it
lasts one turn), or after a period of preparation
(in which case it lasts up to 24 hours). The
caster becomes invisible (as greater
invisibility) for 1+1d4 rounds as soon as the
illusion activates.
This ability replaces the Permanent
Illusion feature.

4
The Basic Illusionist

Illusion Magic Illusions & Damage


Illusions are capable of inflicting damage in a variety of
The purpose of this section is to assist the Referee in
ways. The iconic illusion spell, phantasmal force, deals
adjudicating illusions in a fair, consistent, and reasonable
illusory damage, while phantasmal killer deals what could be
manner. The descriptions below are not intended to be
called phantasmal damage. Some spells do both, or combine
dogmatic categories or definitions that exclude any other
them, and still others do what can only be described as
possibilities; indeed, more than a few spells in this work do
“ordinary” damage.
not neatly line up with what is written here. That is as it
Illusory damage: Illusory damage is damage from a
should be. If anything is true of illusion magic, it is that it is
source the victim believes to be real (he has failed his saving
never what you expect.
throw, or is not allowed one). Illusory damage is “typical”
illusion damage; the victim believes themselves to be
What is an illusion? An illusion deceives the minds or
wounded, and reacts appropriately. A creature who has failed
senses of others. They cause people to see things that aren’t
their save and been wounded by illusory damage will see
there, not see things that are there, hear phantom noises, or
blood on themselves, attempt to bandage wounds, and so
remember things that didn’t happen. They utilize light or
forth. Attempts by others to persuade the victim that they have
shadow to create images, clouds of darkness, or beams of
not been wounded almost always fail – clearly they are the
brilliance.
ones being deceived. In our world, variants on this kind of
self-deception might be encountered in hypochondriasis or the
Types of Illusions: placebo effect.
Victims of illusory damage have no long term effects. A
Figment: A figment creates a false sensation, typically a creature “killed” by illusory damage falls unconscious for
visual image or auditory effect. Figments cannot make 1d10 rounds, and then awakens fully restored. The damage
something appear to be something else (that would be a otherwise disappears one round after the spell causing it ends.
glamer), although they can obscure or hide something (a Curative spells and effects cast on the victim before the
character could hide behind the figment of a wall). Figments, damage expires appear to work; indeed, it is possible to trick a
unless otherwise specified, are unreal, have no substance, and victim of illusory damage with a skillful deception or second
can only inflict illusory damage. Audible glamer and illusion into believing they have been healed, although this
phantasmal force, contrary to their names, are examples of restorative charade must be believable.
figments. Holograms and 3D movies are modern examples of Phantasmal damage: Damage inflicted by a phantasmal
figments. spell (that is, one that occurs entirely within the victims mind),
Glamer: A glamer changes an object’s sensory qualities, is typically more serious and can be actually be more
making it look, feel, taste, smell, or sound different, or like dangerous than normal damage. At the lowest levels,
nothing at all. Glamers do not usually inflict damage. Change phantasms deal illusory damage, but it is not difficult to cause
self and invisibility are both glamers. them to deal actual damage instead. At higher levels
Luminous: Luminous spells focus light to blind, dazzle, phantasms can kill, or inflicting lasting damage that cannot be
disorient, or injure creatures. The multi-hued nature of cured by ordinary spells or treatments. In these cases, the
luminous energy can also act as a conduit for other types of deepest recesses of the mind are locked into a vicious cycle of
effects ordinarily beyond the ability of an illusionist, such as self-mutilation that perpetually re-inflicts damage as it heals.
petrifaction or elemental power. Luminous spells inflict real Luminous & shadow damage: The more esoteric
damage unless otherwise noted. Dancing lights and prismatic branches of illusion magic move beyond puppetry into the
sphere are both luminous spells. realms of manipulating light (or a lack thereof). Luminous
Pattern: A pattern is a specific combination of figment arcana, such as chromatic, prismatic, and rainbow spells, bend,
and radiant magic. Patterns affect the minds of those who view concentrate, or evoke light into laser-like effects that deal real
them. Some patterns include auditory or olfactory and physical damage. Shadow spells do the same with dark
components, allowing them to affect creatures without sight. energies. These spells often (but not always) do less damage
Patterns inflict handicaps, penalties, or conditions, but do not than a magic-user could evoke with more common energies or
usually do direct damage. Brilliant pattern and hypnotic elements, such as fire and cold, but the esoteric forces and
pattern are typical patterns. knowledge can cause other effects as well.
Phantasm: Phantasms are mental images or
hallucinations visible only to the caster and the target (or
targets). Phantasms are most effective when they target a The Reality of Illusions
strong emotion, either fear or desire, in the victim. Phantasms
Illusions are clearly more than just three-dimensional
are powerful because the mind of the target is suborned to
images or insubstantial arcane. Illusions swiftly begin to
attack itself, and can easily inflict real damage. Phantasmal
manifest real, solid, effects.
foe and spectral terrors are examples of phantasms.
The source (or sources) of this physicality are much
Shadow: Shadow spells utilize umbral energies (either
debated among scholars interested in such matters. One
natural or pulled from elsewhere, see “Illusions & Reality”,
traditional view, long accepted among the outside world, is
below) to manifest effects. Shadow spells often occlude sight,
that illusionists tap into another realm, the so-called Plane of
inflict damage, and create or summon quasi-real horrors. They
Shadows, and draw out dark energy and dark matter to give
can also breach dimensional barriers to move targets into an
their spells substance. Those who claim to have been there say
extra-dimensional realm adjacent to the material world.
Darkness and wall of shadow are typical shadow spells.

5
The Basic Illusionist
the Shadow Plane is a reality like our own but darker, both Combat is fast and frantic. The dragon you stop to
literally and in nature study is probably real. Also, dungeons are very dark.
A similar but lesser-known theory is that illusionists - Decide ahead of time what happens when an illusion
utilize ætheric traces to manifest spells; wisps of some kind of is disbelieved. Even if the orcs know it’s an illusion,
arcane element that permeates reality. that doesn’t mean it’s invisible to them. We’re not
Proponents of this theory believe that illusionists, masters fooled by holograms or 3-D tv, but we can still see it.
of escape and evasion, learn early to access the so-called Plane And just try unseeing the two-faces/candlestick
of Æther, or Æthereal Plane; a reality overlapped with our illusion once you’ve seen it.
own; indeed, so close that it is possible to spy on our reality - There were a number of articles in a prominent, and
from the Æthereal. In the Æthereal, it is said, the ætheric now online-only, RPG magazine about adjudicating
traces are visible and abundant, forming great colorless banks illusions, determining saving throw bonuses, and how
of fog, or glimmering tendrils of mist that obscure vision and high intelligence, wisdom, or charisma affects that.
make navigation difficult. This realm is the realm of the Ignore them and anything like them. Inventing
illusionist, they say – a place hidden right next to you, a place complicated subsystems and extensive rules just for
of lies and obscurement through which the truth can be seen. one type of magic goes against the minimalist,
There are some who even believe that the Æthereal Plane isn’t improvisational nature of OSR gaming. And it’s a
a different reality at all, but simply a different way of seeing, buzz-kill.
and being seen, in our world. - Give players the benefit of the doubt, but don’t be a
The third, and perhaps most common, theory is that it’s pushover. Be challenging, not adversarial.
magic; it doesn’t matter; and people who argue about this kind
of things have too much time on their hands. Guidelines for the Player:
- Don’t goad the Referee. It won’t end well.
- Subtlety, not brute force. That ancient red dragon?
Guidelines for Illusions More like an ancient red flag. Or red herring.
Illusions, more than any other kind of magic, require - Not to get all modern and twenty-first century on
careful adjudication and agreement between player and you, but illusionists are controllers, not strikers.
Referee. Referees may tend to over-regulate illusions (every Don’t go for the big boom; manipulate your foes, line
major foe automatically gets a save to disbelieve), while them up, and let traps, tactics, and the guy with all
players often push the limits of what the Referee will allow (I the armor knock ‘em down.
create an ancient red dragon!) What follows is a list of - Keep moving, at least tactically. Don’t repeat an
suggested guidelines and considerations for using illusions. illusion. Come up with a variety of effects in your
Guidelines for the Referee: down time.
- Illusions are magical effects. They are similar to - An illusory pit creates real headaches. At low levels
real-world holograms, mirages, delusions, you’re just going to get one of those weird
hallucinations, and the like, but ultimately, they are perspective street paintings, or the glass floor effect.
magic. - If you have to do the pit, you might as well throw
- Illusions should be treated as realistic unless some snakes into it. Give them a reason to avoid it,
otherwise intended. They do not need to be micro- not test it.
managed anymore than the magic-user needs to - Have fun. Playing an illusionist is a license to make
declare the temperature of his fireball. up whatever you want, and watch the Referee have to
- Disbelief is another word for saving throw. If an deal with it.
illusion already grants a saving throw, the targets - When in doubt, go big and go bold. Maybe no one
should not get a free chance to disbelieve as well as a will believe the ancient red dragon, but with that
save. If the illusion does not allow a saving throw, yellow polka-dot bikini and the hair extensions, no
ditto. one is going to be able to look away, either.
- If a opportunity to disbelieve does arise, it should
probably take a round of action to do properly.

6
The Basic Illusionist
6. 3.
Illusionist Spell Lists 7.
Deadly Darkness
Dispel Illusion 4.
Greater Madness
Greater Rainbow Pattern
8. Displacement 5. Guards and Wards
9. Enthrall 6. Mislead
Level 1 10. Garbled Text 7. Phantasmagoria
1. Audible Glamer 11. Hallucinatory Terrain 8. Phantasmal Hunter
2. Brilliant Pattern 12. Improved Phantasmal Foe 9. Programmed Image
3. Change Self 13. Invisibility, 10 ft. radius 10. Serial Dream
4. Color Spray 14. Lost 11. Shadow Curse
5. Dancing Lights 15. Non-Detection 12. Shadow Walk
6. Daze 16. Paralysation 13. Soothing Pattern
7. Detect Illusion 17. Scintillating Burst 14. True Sight
8. Detect Invisibility 18. Suggestive Script 15. Veiled Terrain
9. Detect Magic 19. Wall of Light 16. Wall of Confusion
10. Faerie Fire 20. Wave of Hesitation
11. False Script Level 7
12. Gaze Reflection Level 4
13. Hypnotism 1. Chaos
14. Light 1. Area Invisibility 2. Cone of Unconsciousness
15. Phantasmal Foe 2. Blinding/Deafening Pattern 3. Deadly Mark
16. Prestidigitation 3. Confusion 4. Dream Thief
17. Read Languages 4. Dispel Magic 5. Doppleganger
18. Read Magic 5. Distance Distortion 6. Duo-Dimension
19. Silent Image 6. Emotion 7. Greater Nightmare
20. Spook 7. Fear 8. Greater Shadow Conjuration
21. Twinkling Pattern 8. Illusionary Wall 9. Mass Invisibility
22. Ventriloquism 9. Improved Invisibility 10. Maze
23. Wall of Fog 10. Improved Phantasmal Force 11. Prismatic Spray
24. Wizard Mark 11. Lonely Road 12. Recurring Image
12. Madness 13. Shadowform
13. Massmorph 14. Simulacrum
Level 2 14. Menioth’s Instant Light 15. Time Acceleration
1. Blindness 15. Phantasmal Killer 16. Time Deceleration
2. Blur 16. Rainbow Pattern
3. 17.
Charm Person
18.
Sway
Level 8
4. Darkness, 15 ft Radius Torrent of Color
5. Deafness 1. Apocalypse
6. Fog Cloud Level 5 2. Hallucinatory Reality
7. Fool’s Curse 3. Id Assassin
8. Hypnotic Pattern 1. Animate Shadow 4. Independent Illusion
9. Invisibility 2. Bewildering Aura 5. Maelstrom of Color
10. Lurching Pattern 3. Chromatic Burst 6. Mind Blank
11. Magic Mouth 4. Dream 7. Misleading Images
12. Menioth’s Brilliant Ray 5. Greater Phantasmal Foe 8. Permanency
13. Mirror Image 6. Mass Suggestion 9. Prismatic Wall
14. Misdirection 7. Mirage Arcana 10. Scintillating Pattern
15. Phantasmal Force 8. Nightmare 11. Screen
16. Pyrotechnics 9. Obsession 12. Shadow Evocation, Greater
17. Rope Trick 10. Permanent Image
18. 11.
Scare
12.
Phantom Palanquin
Level 9
19. Silence, 15 ft Radius Project Image
20. Spectral Terrors 13. Secret Chest 1. Alter Reality
21. Suggestion 14. Seeming 2. Deadly Pattern
22. Wall of Shadow 15. Shadow Door 3. Distant Image
16. Shadow Evocation 4. Greater Doppleganger
17. Summon Shadow 5.
Level 3 18.
Perfect Image
Tangled Script 6. Prismatic Sphere
1. Blink 7. Scintillating Doom
2. Churning Pattern Level 6 8. Shades
3. Cone of Nausea 9. Wall of Patterns
4. Continual Darkness 1. Cone of Paralysis 10. Weird
5. Continual Light 2. Eerie

7
The Basic Illusionist
forming of vast fissures in the crust of the earth, the coming of
Illusion Descriptions deadly plagues, and perhaps even the appearance of any
appropriate deities. Any creature subject to this spell must
ALTER REALITY make a saving throw each round. If the creature fails, it suffers
Level: Illusionist 9 2d4 points of damage and 1 point of temporary Wisdom
Range: 1 mile radius per level damage. If the creature succeeds, it suffers half damage and
Duration: See below does not suffer any Wisdom damage. If, during a single round,
Upon casting this spell, a silvery blast of light radiates all creatures that are subject to the spell succeed at their saving
outward from the illusionist to the limit of the spell. Within throws, the spell ends immediately. Creatures that leave the
the spell’s range, reality reshapes itself according to the spell’s area of effect are no longer subject to the spell. The
caster’s desires. The effect reaches backwards in time up to Wisdom damage heals at a rate of 1 point per day. A subject
one day, so battles that were lost might be won, the slain reduced to 0 Wisdom falls into a coma for 3d6 days.
returned to life, and so forth.
All those within the area of the spell’s effect, however, AREA INVISIBILITY
have a persistent sense of displacement and déjà vu, the Level: Illusionist 4
severity depending on how dramatically their reality changed. Range: 30- foot radius around you
A person returned from the dead has a constant feeling of Duration: 1 hour per level or until an attack is made (see text)
hopelessness and apathy, for instance, while someone else As invisibility, except you can selectively turn any or all
might feel displaced, or that they’ve forgotten something objects within the area invisible at the time of casting. Thus,
important. Changed creatures and items taken beyond the area you could turn your camp invisible for the night or hide all
of effect maintain their changed state (but see below). contents of a room from sight. Affected creatures or objects
Characters and creatures of half the caster’s level and that leave the affected area become visible. Affected creatures
higher get a saving throw; if successful they remember that attack negate the invisibility, but only for themselves.
“reality”, but this does not undo any circumstances currently
AUDIBLE GLAMER
affecting them.
Level: Illusionist 1
The altered reality remains in effect until the caster dies,
Range: 60 feet.
he leaves the area of effect, or dispels the spell. Once that
Duration: 1 turn
happens reality reasserts itself. The dead become dead again,
Audible glamer allows you to create a volume of sound
and their illusory “living” forms disappear. A character that
that rises, recedes, approaches, or remains at a fixed place.
was killed by the altered reality awakens, alive, at the site of
You choose what type of sound is created when casting it and
their “death”. Other effects are up to the Referee, but in
cannot thereafter change the sound’s basic character.
general things should revert without serious physical
consequences. After dispelling or exiting an alter reality spell, BEWILDERING AURA
the caster is mentally exhausted and cannot cast spells for 1d6 Level: Illusionist 5
days. Range: A 30-foot wide pattern within 120 feet
Duration : 1 turn per level or until discharged
ANIMATE SHADOW
This 30-foot wide pattern creates a bewildering aura of
Level: Illusionist 5
light, sound, heat and smell around the target of the spell. All
Range: Touch
creatures that enter the area are subject to the following effects
Duration: Permanent until destroyed
according to their HD.
This spell turns your shadow into a quasi-real creature that
follows your spoken commands. The shadow created can • Up to 3: Stunned for 3d4 rounds, dazed for 2d4
follow you, or can remain in one area and attack any creature rounds and then confused for 1d4 rounds.
(or just a specific type of creature) entering the place. The • 4-6: Stunned for 2d4 rounds, dazed for 1d4 rounds
shadow remains animated until it is destroyed. The shadow and then confused for 1 round.
only has one-fifth the hit points and knowledge (including • 7-9: Stunned for 1d4 rounds, dazed for 1 round.
level, skills, and vocabulary) of the caster • 10 or more: Dazed for 1 round.
At all times the shadow remains under the character's Note that this spell can affect the same creature more than
absolute command. No special telepathic link exists, so once, but only if they are not currently not under any of the
command must be exercised in some other manner. The effects of the spell and are within 10ft. of the targeted creature.
shadow has no ability to become more powerful. It cannot Once the spell affects, or attempts to affect, 30 HD of
increase its level or abilities. If destroyed, the shadow instantly creatures it is discharged. The target of the spell is not affected
dissipates and returns to the caster. by the spell.
While the spell is in effect the caster casts no shadow. BLINDING/DEAFENING PATTERN
APOCALYPSE Level: Illusionist 4
Level: Illusionist 8 Range: A 25-foot radius pattern within 120 feet
Range: A 40-foot radius sphere within 240 feet Duration: Concentration + 1 round per level
Duration: 1 turn (see text) This 50-foot wide pattern blinds or deafens (the caster's
All living creatures within this spell’s area of effect choice) all creatures in its area of effect. Those who move out
believe that they are experiencing the final destruction of the of the area remain blinded or deafened for ld4 rounds
universe. Those subject to the spell experience illusory images afterward.
that bolster this belief, such as hails of fire and brimstone, the

8
The Basic Illusionist
Heightened (+1): The spell blinds and deafens
simultaneously. CHARM PERSON
Level: Illusionist 2
BLINDNESS Range: 120 ft
Level: Illusionist 2 Duration: 1d4 days
Range: 60 feet. This spell affects living bipeds of human size or smaller,
Duration: Permanent such as goblins or dryads. If the spell succeeds (saving throw
This spell causes the subject to become blind, but causes allowed), the unfortunate creature falls under the caster’s
no damage to the eyes themselves. The effect is permanent influence.
until removed by dispel magic or remove curse, though it can
be removed by the caster at any time. CHROMATIC BURST
Level: Illusionist 5
BLINK Range: A 15-foot radius within 60 feet
Level: Illusionist 3 Duration: Instantaneous
Range: Personal You barrage an area with an overwhelming cacophony of
Duration: 1 round per level bright lights and swirling colors. Every creature in the area
You rapidly and randomly flicker in and out of reality. takes 1d10 points of damage per three caster levels you
Physical attacks against you are at a ‐5 penalty. If the attacker possess (5d10 maximum) and must make a successful saving
can see invisible creatures, the attack penalty is reduced to ‐2. throw based to avoid suffering one of the following random
Spells that target you fail to work on you 50% of the time, and effects:
spells cast by you have a 20% chance of not working. You 1d20 Effect of Color
take half damage from area attacks and falling, and you gain a 1-4 Blinded for 1d4 rounds
+2 bonus to hit in combat. 5-10 Dazzled for 2d6 rounds
11-13 for 2d4 rounds, then dazzled for 1d2 rounds
BLUR 14-18 Sickened for 2d4 rounds
Level: Illusionist 2 19-20 Stunned for 1d6 rounds
Range: Touch
Duration: 1 round per level Sightless creatures are not affected by chromatic burst.
The subject’s outline appears blurred, shifting and
wavering. This distortion grants the subject a +4 bonus to CHURNING PATTERN
Armor Class against opponents with sight. Level: Illusionist 3
Range: A 10-foot radius pattern within 120 feet
BRILLIANT PATTERN Duration: Concentration + 1d4 rounds
Level: Illusionist 1 You create a glowing, twisting pattern of green, yellow,
Range: A 10-foot radius pattern within 120 feet and purple that nauseates those within it. Living creatures
Duration: Concentration + 1d4 rounds caught within a churning pattern are nauseated, making them
This spell creates a 20-foot wide pattern of swirling white unable to attack, cast spells, concentrate on spells, or do
light. Creatures within the pattern take a -1 penalty to attack anything else requiring attention. The only action an affected
rolls for as long as they are within the brilliant pattern, and for character can take is a single move per round. The nauseating
1d4 rounds after they leave the area of effect or the spell ends. effects last for as long as the character is in the churning
CHANGE SELF pattern and for 1d4 rounds afterwards. A successful save in
Level: Illusionist 1 the first round negates the effects of the pattern.
Range: Personal COLOR SPRAY
Duration: 1 turn per level Level: Illusionist 1
You make yourself, including your equipment, look Range: A cone 15 feet long and 15 feet wide.
different. You can seem 1 foot shorter or taller, thin, fat, or in Duration: Instantaneous
between. You cannot change your body type. Otherwise, the A vivid cone of clashing colors springs forth from your
extent of the apparent change is up to you. hand. Each creature within the cone is affected according to its
CHAOS Hit Dice. Creatures with 2 HD or less are knocked
Level: Illusionist 7 unconscious for 2d4 rounds, then blinded and stunned for 1d4
Range: A 40-foot radius burst within 120 feet rounds and then stunned for 1 round. Creatures with 3 or 4 HD
Duration: 2 hours are blinded and stunned for 1d4 rounds, then stunned for 1
This spell functions as confusion, except as noted above. round. Creatures with 5 or more HD are stunned for 1 round.
Only the following creatures receive a saving throw to resist Sightless creatures are not affected by color spray.
the effects of this spell: barbarians, fighters, enchanters, CONE OF NAUSEA
monsters that have no supernatural or spell-like abilities and Level: Illusionist 3
have an Intelligence score of 4 or less, creatures with an Range: A cone 60 feet long and 30 feet wide
Intelligence score of 21 or higher, and creatures with more HD Duration: Instantaneous (see text)
than the caster. Other creatures do not receive a save to avoid This pattern uses a mixture of visual, audio, and olfactory
the effects of chaos. elements to nauseate all creatures in its area of effect for 1d4
rounds + 1 round per level. Nauseated creatures are unable to
attack, cast spells, concentrate on spells, or do anything else

9
The Basic Illusionist
requiring attention. The only action an affected character can CONTINUAL LIGHT
take is a single move per round. Level: Illusionist 3
Range: 120 feet
CONE OF PARALYSIS Duration: Permanent
Level: Illusionist 6 The targeted person or object radiates light as bright as
Range: A cone 60 feet long and 30 feet wide. sunlight (and with the same effect as sunlight), to a radius of
Duration: Instantaneous (see text) 120 feet.
This cone of heliotropic light paralyses all creatures in its
area of effect for 1d4 rounds + 1 round per level DANCING LIGHTS
Level: Illusionist 1
CONE OF UNCONSCIOUSNESS Range: 120 feet
Level: Illusionist 7 Duration: 1 turn
Range: A cone 60 feet long and 30 feet wide You create up to four lights that resemble lanterns or
Duration: Instantaneous (see text) torches (and cast that amount of light), or up to four glowing
This indigo cone of light causes the creatures caught in its spheres of light (which look like will‐o’‐wisps), or one faintly
area of effect to fall unconscious for a number of rounds
glowing, vaguely humanoid shape. The dancing lights must
depending upon their HD:
stay within a 10‐foot‐radius area in relation to each other but
• Up to 3: Unconscious for 4d4 rounds. otherwise move as you desire. The lights can move up to 100
• 4-6: Unconscious for 2d4 rounds. feet per round. A light winks out if the distance between you
• 7-9: Unconscious for ld4 rounds. and it exceeds the spell’s range.
• 10-12: Unconscious for 1 round.
• 13+: No effect DARKNESS 15 FT RADIUS
Level: Illusionist 2
CONFUSION Range: 120 feet
Level: Illusionist 4 Duration: 1 hour
Range: 120 feet Darkness falls within the spell’s radius, impenetrable even
Duration: 2 hours to darkvision. A light spell or dispel magic can be used to
This spell confuses people and monsters, making them act counteract the darkness.
randomly. On a roll of 1d10, the creatures will do the
following: DAZE
1d10 Behavior Level: Illusionist 1
1 Attack caster with melee or ranged weapons (or close Range: 60 feet
with caster if attack is not possible). Duration: 1 round
2 Act normally. You cloud the mind of a humanoid creature with 4 or
3-6 Do nothing but babble incoherently. fewer Hit Dice so that it takes no actions for 1 round.
7-9 Flee away from caster at top possible speed. DEADLY DARKNESS
10 Attack nearest creature (for this purpose; a familiar Level: Illusionist 3
counts as part of the subject’s self Range: 60 feet
Duration: 1 round per level
The effects of the confusion are rerolled every turn. When this spell is cast, all lights are extinguished as per
The spell affects 2d6 creatures, plus an additional creature the darkness spell within the area of effect. Further, one
for every caster level above 8th. Creatures of 3 Hit Dice or shadow per three caster levels are summoned to fight for the
fewer are automatically affected by the spell, and it takes caster. The shadows cannot leave the area of effect, and are
effect instantly. Creatures of 4 HD or more automatically dispelled at the end of the spell or if the darkness is canceled.
overcome the confusion effect as it builds up to its full power
(1d12 rounds, minus the caster’s level), and only then are they DEADLY MARK
permitted a saving throw. Eventually, these creatures are Level: Illusionist 7
likely to succumb to the confusion, for they must continue to Range: 60 feet
make another saving throw every turn until the spell’s two- Duration: See text
hour duration has run its course. By casting this spell, the illusionist shows an image of a
specific object—either real or illusory—to a specific target.
CONTINUAL DARKNESS Should the target fail a save, he will instantly be killed the
Level: Illusionist 3 next time he sees that specific object or an image of the object.
Range: 30-foot radius globe within 60 feet A successful save means that the target instead takes 4d6
Duration: Permanent points of damage when he next sees that specific object or an
Except as noted above (particularly the area of effect), this image of the object. This object, which is chosen by the caster,
spell is identical to the magic user spell darkness 15 ft. radius. must be extremely specific, otherwise the spell will have no
effect on its intended target. Showing the target an image of an
ordinary crown, for example, would not kill the target if he
happened to see any crown in a portrait, but if the target is
shown an image of the Crown of the Violet King, the target
would die if he saw that crown or a portrait of the king
wearing that same exact crown. The spell lasts until the

10
The Basic Illusionist
affected target sees the object or an image of the object, or caster of your level or less, -10% per level that the illusion’s
until the caster touches the target and chooses to end the spell. caster is higher than you.
DEADLY PATTERN DISPEL MAGIC
Level: Illusionist 9 Level: Illusionist 4
Range: A 25-foot radius pattern within 240 feet. Range: 30-foot radius sphere within 60 feet
Duration: See text Duration: Instantaneous
As the spell rainbow pattern, except the deadly pattern Dispel magic has a base chance of 50% permanently to
can produce lethal results and the pattern is 50 feet wide. negate magic-both the magical properties of potions and the
Deadly pattern enthralls a maximum of 48 HD of creatures. ongoing effects of certain spells. All spell effects and relevant
Creatures failing to make a successful save against the deadly items within the stated area of effect are subject to dispelling.
pattern are completely fascinated with the colorful display Permanent magical items are not disenchanted by the spell,
created by the pattern, and cannot take any actions while the with the exception of potions, which are treated as 12th level
pattern is in effect, not even to move or defend themselves. for purposes of resolution. However, even a permanently
Unlike the rainbow pattern spell, creatures attacked while enchanted item must make a saving throw or become
under the influence of the deadly pattern are not freed from nonoperational for one round. Any spells in the process of
the spell’s effect. Only by being dragged out of the spell’s area being cast in the spell’s area of effect will be lost, and any
of effect or by being blinded can an affected creature be freed ongoing spell effects (such as invisibility) will be dispelled.
from the spell’s effects. With respect to each potion, casting, or ongoing spell
In addition to these spell effects, all enthralled creatures effect, the base chance of successful dispelling is increased 5%
within the spell’s area of effect suffer 1d6 points of damage for every Level by which the caster’s Level exceeds the caster
each round while under the deadly pattern’s influence. Once Level of the potion, the casting, or the spell effect. The base
an affected creature reaches 0 hp or less, that creature dies. chance is conversely reduced by 2% per Level of difference if
This spell lasts until all creatures in its area of influence are the caster is lower Level than the caster of the magic to be
dead or have fled the area. dispelled. The spell will automatically negate the caster’s own
spells if it is used for this purpose or if the caster has
DEAFNESS previously cast a spell into the same area.
Level: Illusionist 2
Range: 60 feet DISPLACEMENT
Duration: Permanent Level: Illusionist 3
This spell is similar to the spell blindness spell, but causes Range: Touch
deafness. The effect is permanent until removed by dispel Duration: 1 round per level
magic or remove curse, though it can be removed by the caster The subject of this spell appears to be about 2 feet away
at any time. from its true location. The creature benefits from a 50% miss
chance on attacks.
DETECT ILLUSION
Level: Illusionist 1 DISTANCE DISTORTION
Range: 60 feet Level: Illusionist 4
Duration: Concentration, up to 1 round per level Range: 120 feet
By means of this spell, you improve your chances to see Duration: 1 hour per level
any illusion for what it truly is, adding your level to any You can make an area appear to be longer or shorter,
saving throws you make against illusions. wider or narrower that it actually is. This doubles or halves
(your choice) the time it takes to travel across the affected
DETECT INVISIBLITY area. All affected dimensions must be collectively reduced or
Level: Illusionist 1 expanded. You cannot, for example, reduce the width and
Range: 10 feet per caster level height of a corridor and expand its length.
Duration: 1 turn per level
You can perceive invisible objects and creatures (even DISTANT IMAGE
those lurking in another plane of existence?). Level: Illusionist 9
Range: Unlimited
DETECT MAGIC Duration: 1 round per level
Level: Illusionist 1 As project image, except as follows. The range of this
Range: 60 feet spell is unlimited, however the caster must have some clear
Duration: 2 turns idea of the location and layout of the area in which the shadow
You can perceive, in places, people, or things, the duplicate is to appear. Exactly where the shadow duplicate
presence of a magical spell or enchantment. As examples: appears varies depending upon the caster’s familiarity with the
magical items may be discovered in this fashion, as can the area. To determine where the shadow duplicate appears, roll
presence of a charm secretly laid upon a person. d% and consult the Teleport table. If the result is “On Target,”
DISPEL ILLUSION the duplicate appears exactly where the caster intended. If the
Level: Illusionist 3 result is “Off Target,” the shadow duplicate appears a random
Range: 120 feet distance away from the intended area in a random direction. A
Duration: Instantaneous, or 1 turn against items. result of “Similar Area” means that the duplicate appears in
Works as dispel magic, but only against illusions. You the closest visually or thematically similar location. A
have a 100% likelihood of dispelling an illusion created by a “Mishap” result means that the spell has failed.

11
The Basic Illusionist
DOPPLEGANGER to accommodate your remaining two dimensions- you cannot
Level: Illusionist 7 bend down while two-dimensional.
Range: Touch Moreover, you can become invisible by the simple
Duration: 1 hour per level expedient of turning sideways. While two-dimensional, you
By touching a target (living or dead), you assume all can move, cast spells, and otherwise act normally. If attacked
aspects of his form, including mannerisms, speech, and body from the front or back, however, you take three times normal
language. Your equipment appears like that worn by the damage.
target. You effectively become the target’s double, behaving
in every way like the original. You can pass for him in public EERIE
settings, intimate gatherings, and even in private meetings. Level: Illusionist 6
However, you gain no additional knowledge, skills, feats, Range: 240 feet
known spells, or languages beyond the scope of what you Duration: See text
already know of the person. Others are not allowed a check When a creature is first affected by this spell it sees an
merely for interacting with you. eerie shape in its peripheral vision. The subject then gets a
The creature touched need not be the same race as you, save to recognize the image as being unreal. If the subject fails
but cannot be more than 2 feet taller or shorter than you. A 6- the eerie fills its vision with strange and confusing images. At
ft. human wizard, for instance, could assume the form of a this point the creature must succeed at a second save or
bugbear, harpy, minotaur, salamander, worg, or even a human- collapse helpless on the ground for 1 round per caster level. If
size demon. the creature succeeds at its second save it is instead mildly
confused for 3d6 rounds. Roll a 1d10 to determine the
DREAM character's actions for each round:
Level: Illusionist 5 • 1-4: Wander away for 1 round
Range: Unlimited • 5-6: Do nothing for 1 round
Duration: See text • 7-8: Attack nearest creature for 1 round
You, or a messenger touched by you, sends a phantasmal • 9-10: Act normally for 1 round
message to others in the form of a dream. At the beginning of
the spell, you must name the recipient or identify him or her Roll each round to see what the subject does that round.
by some title that leaves no doubt as to identity. The Wandering creatures leave the scene as if disinterested.
messenger then enters a trance, appears in the intended Attackers do not gain any bonus to their to hit roll. Behavior is
recipient’s dream, and delivers the message. The message can checked at the beginning of each creature's turn. Any confused
be of any length, and the recipient remembers it perfectly upon creature who is attacked automatically attacks its attackers on
waking. The communication is one‐way. The recipient cannot its next turn.
ask questions or offer information, nor can the messenger gain If the subject of an eerie spell succeeds in disbelieving and
any information by observing the dreams of the recipient. is wearing a helm of telepathy, the eerie can be turned upon
Heightened (+1): The message composer is not placed the caster. The caster must then disbelieve it or suffer its
into a trance while composing the message, and the message effects.
will not be delivered until the first time the recipient sleeps
after a trigger of your choosing has taken place. The duration EMOTION
is permanent. Level: Illusionist 4
Range: 20-foot radius within 60 feet
DREAM THIEF Duration: Concentration
Level: Illusionist 7 By casting this spell, the illusionist is able to instill others
Range: 120 feet with one of four powerful emotions, each with a different
Duration: 1 day per level effect, as described below:
This spell steals the dreams from the subject’s mind each • Fear: If the illusionist chooses to instill fear, the
time he sleeps. So long as the subject is affected by this spell, spell’s effect is similar to that of the fear spell, but
it does not gain the benefits of a good night’s sleep. That is, with a -2 penalty applied to saving throws.
the subject does not regain hit points or heal ability damage, • Hate: If the illusionist instills hate, the targets gain a
does not regain lost spells, and functions as if fatigued +2 bonus to saving throws, attacks, and damage.
(effective ability decrease of –2 to Strength and Dexterity). • Hopelessness: The illusionist causes despair in the
Creatures that do not sleep (such as undead and constructs) target creatures, who will wander sadly away or
cannot be affected by this spell. Elves, however, can be. The surrender in the face of a challenge such as a
effective penalty to ability scores does not stack from day to combat.
day.
• Rage: Creatures affected by rage gain a bonus +1 to
DUO-DIMENSION attacks, a damage bonus of +3, and 5 + the
Level: Magic-User 7 illusionist’s level in temporary hit points. Temporary
Range: Personal hit points are lost first if the creature incurs damage.
Duration: 3 rounds + 1 round per level The affected creature will not willingly retreat from
By means of this spell, you reduce yourself to a two- any combat or any opponent.
dimensional sheet with no third dimension. You can fit
through the thinnest of spaces provided they are large enough

12
The Basic Illusionist

ENTHRALL FEAR
Level: Illusionist 3 Level: Illusionist 4
Range: 120 feet Range: 240 feet
Duration: 1 hour or less Duration: 1 hour
If you have the attention of a group of creatures, you can This spell causes the creatures in its cone-shaped path to
use this spell to hold them spellbound. To cast the spell, you flee in horror (if they fail the saving throw). There is a 60%
must speak or sing without interruption for 1 round. chance that they will drop whatever they are holding. The
Thereafter, those affected give you their undivided attention, cone extends 240 feet to a base 120 feet across.
ignoring their surroundings. They are considered to be friendly
while under the effect of the spell. Any potentially affected FOG CLOUD
creature of a race or religion unfriendly to yours gets a +2 Level: Illusionist 2
bonus on the saving throw. Range: 30 feet
A creature with 4 or more HD or with a wisdom attribute Duration: 4 rounds + 1 round per level
of 15 or higher remains aware of its surroundings and remains This spell creates a roiling mass of gas and vapor 15 feet
indifferent. It gains a new saving throw if it witnesses actions in radius, similar in appearance to a cloudkill spell. The fog
that it opposes. cloud moves away from the caster at 10 feet per round. Vision
The effect lasts as long as you speak or sing, to a into the fog is limited to 2 feet.
maximum of 1 hour. Those enthralled by your words take no FRIGHTFUL PRESENCE
action while you speak or sing and for 1d3 rounds thereafter Level: Illusionist 3
while they discuss the topic or performance. Those entering Range: 30 feet
the area during the performance must also successfully save or Duration: Instantaneous
become enthralled. The speech ends (but the 1d3‐round delay With this spell the caster can create a fearsome
still applies) if you lose concentration or do anything other manifestation that mimics the frightful presence special attack.
than speak or sing. This spell makes the caster's very presence unsettling to foes.
If those not enthralled have unfriendly or hostile attitudes Opponents within 30 feet of the caster who can see the
toward you, they can collectively make a saving throw to try spellcaster must make a successful saving throw or become
to end the spell by jeering and heckling. The heckling ends the frightened for 3d6 rounds. This ability affects only opponents
spell. with fewer Hit Dice or levels than the caster has.
If any member of the audience is attacked or subjected to
some other overtly hostile act, the spell ends and the GARBLED TEXT
previously enthralled members become immediately Level: Illusionist 3
unfriendly toward you. Each creature with 4 or more HD or Range: Touch
with a wisdom attribute of 15 or higher becomes hostile. Duration: Permanent
This spell causes writings, inscriptions, and even magical
FAERIE FIRE symbols and glyphs to become temporarily unintelligible. The
Level: Illusionist 1 writing looks normal to the casual viewer, but seems
Range: 60 feet meaningless whenever anyone tries to actively read it.
Duration: 1 hour Characters skilled in ciphers, codes, and secret messages
This spell illumines an object or creature with an eerie, fey can attempt to understand the text by making a save. Placing
glow. The spell’s target may be approximately as large as 10 this spell on magical writing such as a scroll or spellbook
square feet, plus 2 square feet per level of the caster. The spell increases the difficulty of learning or casting the spell (treat
can be used for diverse purposes, such as revealing the true the spell as being one level higher than normal).
dimensions or extent of a thing, or to prevent a creature from Placing this spell on a scribed magical ward does not
retreating into the darkness. Depending upon the precise disrupt the ward’s function but might prevent it from being
circumstances, the Referee may allow such illumination to recognized.
render a creature more easily hit, granting a +1 to-hit bonus to For example, explosive runes with a garbled text spell
attackers. applied still detonate when an attempt to read them is made,
FALSE SCRIPT but the attempt won’t reveal the runes’ meaning (if any).
Level: Illusionist 1 Likewise, an suggestive script with a garbled text spell applied
Range: Touch still implants its suggestion in the minds of unauthorized
Duration: 1 day per level readers.
This spell allows you to create illusory writings and GAZE REFLECTION
illustrations, filling up to 1 page per level. If you copy from an Level: Illusionist 1
original document or illustration, this illusion is similar but not Range: Personal
identical. This spell may not be used to copy other magical Duration: 1 round per level
writings (including spell books and glyphs or other script The air immediately in front of the caster takes on a
produced by a spell), nor can information stored by this spell mirror’s ability to reflect gaze attacks back upon the attacker.
impart any skill bonuses. The area does not create a reflective surface to normal sight,
and it can be seen through by the caster and by other
observers, except those using gaze attacks.

13
The Basic Illusionist

GREATER DOPPLEGANGER GREATER MADNESS


Level: Illusionist 9 Level: Illusionist 6
Range: Touch Range: Touch
Duration: 1 hour per level Duration: Instantaneous (see text)
As doppleganger, except you temporarily absorb the As madness, except as follows. The spell immediately
target’s memories as well as a rudimentary understanding of inflicts 1d3+3 points of temporary Wisdom damage, which
his language. This added benefit is lost if the target has been returns at a rate of 1 point per day. In addition, the target
dead more than 1 round/caster level. You still do not gain skill experiences a form of temporary insanity for a number of days
knowledge, access to known spells, or use of feats. equal to 1d3 +1/2 caster levels (maximum 8 days). The form
In addition, the impersonation is so perfect that not even of insanity is determined randomly. Roll 1d20 and then
true seeing can detect it. consult the results below.

1d20 Insanity Effect


1-2 Insomnia: Target is unable to sleep. After 4d6 hours, he becomes fatigued.
3-4 Compulsive Lying: Target is unable to tell the truth.
5-7 Phobia (Creature): See description under madness spell.
8-10 Phobia (Substance): See description under madness spell.
11-13 Phobia (Environment): See description under madness spell.
14-16 Paranoia Target is irrationally suspect of a particular society, such as a certain race, culture, or organization. When
in proximity of an individual or individuals that appear to be members of the suspect society, the target
believes that he is in immediate danger. The target must immediately either engage the individual or
individuals in com- bat as if his life were in imminent danger or become panicked. The DM determines the
nature of the suspect society. Typical selections include a single race, such as elves, citizens of a particular
nation, or members of a certain guild.
17-18 Self-Mutilation Target compulsively injures himself. Each hour, the target suffers 1d6 points of damage unless he is
physically restrained from doing so.
19 Hallucinations Hallucinations: Target suffers hallucinations and thereafter believes that any creature he encounters is an
illusion. If the target interacts with a new creature or sees the creature interact with another creature he
believes is “real,” he may make a save to determine that the new creature is real.
20 Multiple Disorders Target suffers from more than one form of temporary insanity. Roll again on this table twice. If these
results are the same, simply add an additional creature, substance, environment, or society where
appropriate. Otherwise, roll again. Ignore further rolls of 20.

14
The Basic Illusionist
GREATER NIGHTMARE • Fog: Fog fills all corridors, obscuring all sight,
Level: Illusionist 7 including infravision, beyond 10 ft.
Range: Unlimited • Wizard Locks: All doors in the warded area are
Duration: Instantaneous wizard locked.
As nightmare, except as follows: The phantasmal vision • Webs: Webs fill all stairs from top to bottom. These
created by this spell is so terrifying that the target must strands are identical to those created by the web
succeed at a save or die. If the target succeeds, he is spell, except that they regrow in 1 turn if they are
nevertheless denied a restful sleep and suffers 2d8 points of burned or torn away while the guards and wards
damage. The attempt on his life leaves the target tired out and spell lasts.
unable to regain arcane spells for the next 24 hours. • Confusion: Where there are choices in direction-
If dispel evil is used to break this spell, the spell such as a corridor intersection or side passage-a
rebounds on the caster who suffers 1 point of Wisdom minor confusion-type effect functions so as to make
damage. it 50% probable that intruders believe they are
GREATER PHANTASMAL FOE going in the opposite direction from the one they
Level: Illusionist 5 actually chose. This is an enchantment/charm effect
Range: 240 feet that will not affect elves or other creatures immune
Duration: Concentration + 2d4 rounds to charm.
As phantasmal foe, but with the following properties: The • Lost Doors: One door per caster level is covered by
greater phantasmal foe spell affects 1 target per 5 caster an illusion to appear as if it were a plain wall.
levels, attacks as a fighter of your level, and deals 4d6 points
of illusory damage on each successful attack. If disbelieved or In addition, the magic user can place his or her choice of
if the creature leaves your line of sight the phantasmal force one of the following five magical effects:
immediately dissipates. • Dancing lights in four corridors.
Heightened (+1): The spell inflicts 4d4 points of normal • A magic mouth in two places.
damage per round. • A stinking cloud in two places. The vapors return
within 10 turns if dispersed by wind while the
GREATER RAINBOW PATTERN guards and wards spell lasts.
Level: Illusionist 6 • A suggestion in one place. The caster selects an
Range: A 20-foot radius pattern within 240 feet area of up to 5 ft. square, and any creature who
Duration: Concentration + 2 rounds per level enters or passes through the area receives the
As rainbow pattern, but greater rainbow pattern suggestion mentally.
fascinates a maximum of 42 Hit Dice of creatures. Creatures
with the fewest HD are affected first. Among creatures with The whole warded area radiates strong magic. A dispel
equal HD, those who are closest to the spell’s point of origin magic cast on a specific effect, if successful, removes only that
are affected first. effect.
An affected creature that fails its saves is fascinated by the
pattern. With a simple gesture (a free action), you can make HALLUCINATORY REALITY
the greater rainbow pattern move up to 30 feet per round Level: Illusionist 8
(moving its effective point of origin). All fascinated creatures Range: 1 mile radius per level
follow the moving fountain of light, trying to get or remain Duration: Concentration + 2 hours per level
within the effect. Fascinated creatures who are restrained and This spell allows you to change the appearance of one
removed from the pattern still try to follow it. If the pattern aspect of the surrounding landscape to your whim. Objects or
leads its subjects into a dangerous area each fascinated creatures are altered from one type to another—dogs become
creature gets a second save. If the view of the lights is cats, humans becomes dwarves, houses become wagons, orcs
completely blocked creatures that can’t see them are no longer become pies, and so on. The change affects sight, sound,
affected. The spell does not affect sightless creatures. smell, and touch.
GREATER SHADOW CONJURATION HALLUCINATORY TERRAIN
Level: Illusionist 7 Level: Illusionist 3
This spell functions like shadow conjuration, except that it Range: 240 feet
can duplicate any magic‐user conjuration or summoning spell Duration: 1 hour
of 6th level or lower. The illusory conjurations created deal This spell changes the appearance of the natural terrain
three‐fifths (60%) damage to nonbelievers, and non‐damaging into the semblance of what the caster desires. A hill can be
effects are 60% likely to work against nonbelievers. made to disappear, or could be replaced with an illusory
forest, for example. Manufactured and constructed objects
GUARDS AND WARDS cannot be altered. Creatures who move into the area of the
Level: Illusionist 6 hallucinatory terrain get a saving throw to discern reality.
Range: 1000-foot radius Heightened (+1): Only druids, rangers, fey, and other
Duration: 2 hours per level intelligent forest-natives get a saving throw against the spell.
This powerful spell is primarily used to defend the caster’s
stronghold. The spell creates the following magical effects
within the warded area:

15
The Basic Illusionist
Heightened (+1): Prepared as a 4th-level spell, improved
HYPNOTIC PATTERN phantasmal foe inflicts 2d4 points of normal damage.
Level: Illusionist 2
Range: A 10-foot radius pattern within 120 feet IMPROVED PHANTASMAL FORCE
Duration: Concentration + 2 rounds Level: Illusionist 4
You create a pattern of subtle, shifting colors that weaves Range: 240 feet
through the air, fascinating creatures within it. This spell Duration: 1 round per level
works like hypnotism, except it lasts for as long as you This spell functions like phantasmal force, except for the
concentrate, plus 2 rounds after. duration. The figment follows a script determined by you and
without your having to concentrate on it.
HYPNOTISM
Level: Illusionist 1 INDEPENDENT ILLUSION
Range: 60 feet Level: Illusionist 8
Duration: 2d4 rounds Range: 240 feet
Your gestures and droning incantation fascinate nearby Duration: Permanent
creatures, causing them to stop and stare blankly at you. In As programmed image, except that the illusion possesses a
addition, you can use their rapt attention to make your tiny spark of the caster’s Intelligence that lets it react to
suggestions and requests seem more plausible. Roll 2d4 to see changing situations as the caster desires, as though he
how many total Hit Dice of creatures you affect. Creatures consciously directed its actions. Casting this spell inflicts 1
with fewer HD are affected before creatures with more HD. point of temporary Intelligence damage on the caster.
Only creatures that can see or hear you are affected, but they
do not need to understand you to be fascinated. INSTANT EXIT
Level: Illusionist 4
ID ASSASSIN Range: 60 feet
Level: Illusionist 8 Duration: 1 round
Range: 60 feet This spell causes a door to suddenly appear on a wall or
Duration: 1 round per level other flat surface within range. Creatures that step through the
You tap into the target creature’s subconscious mind, door are instantly teleported to a random location within 1,000
releasing its darkest, most primitive, and most violent self. On feet of the door. You have no control over where you or any
a failed save, the creature finds itself engulfed in a waking other creatures are transported but all creatures stepping
nightmare of violence and self-loathing, experiencing the through the door are transported to the same location. There is
effects of confusion (as the spell). The strain on mind and a 5% chance this spell malfunctions and dumps all affected
body reduces the target creature’s effective Constitution creatures into an extra-dimensional plane adjacent to reality.
attribute by 2d6 points, slaying it if its Constitution drops to 0
or less. INVISIBILITY
While the effect lasts, the victim also takes 1d4 points of Level: Illusionist 2
damage each round as the result of its inner turmoil. When the Range: 240 feet
spell ends the subject’s effective Constitution attribute returns Duration: Permanent until dispelled or an attack is made
to normal, but any damage taken from the spell remains. The object of this spell, whether a person or a thing,
becomes invisible (to both normal vision and to darkvision).
ILLUSORY WALL An invisible creature cannot be attacked unless its
Level: Illusionist 4 approximate location is known, and all attacks are made at -4
Range: 60 feet to hit. If the invisible creature makes an attack, the spell is
Duration: Permanent broken. Otherwise, it lasts until dispelled or removed by the
This spell creates the illusion of a wall, floor, ceiling, or caster.
similar surface, up to 10 feet square per level. It appears
absolutely real when viewed, but physical objects can pass INVISIBILITY 10-FOOT RADIUS
through it without difficulty. Level: Illusionist 3
Range: 240 feet
IMPROVED INVISIBILITY Duration: Until dispelled or an attack is made
Level: Illusionist 4 Like the invisibility spell, invisibility 10-foot radius makes
Duration: 1 round per level the target creature or object invisible to normal sight and to
This spell functions like invisibility, except that it doesn’t darkvision. It also, however, throws a radius of invisibility
end if the subject attacks. around the recipient, which moves with him/it. The invisible
creature cannot be attacked unless its approximate location is
IMPROVED PHANTASMAL FOE known, and all attacks against him/it are made at -4 to hit. If
Level: Illusionist 3 the invisible creature makes an attack, the spell is broken for
Range: 120 feet that creature. Otherwise, it lasts until dispelled or removed by
Duration: Concentration + 1d4 rounds the caster.
As phantasmal foe, but with the following properties: The
improved phantasmal foe has the base attack bonus of a cleric
of your level and deals 2d6 points of illusory damage on each
successful attack. If disbelieved or if the creature leaves the
caster's line of sight the improved phantasmal foe immediately
dissipates.

16
The Basic Illusionist
LOST
LIGHT Level: Illusionist 3
Level: Illusionist 1 Range: 120 feet
Range: 60 feet Duration: 1 round per level
Duration: 1 hour +1 turn per level The affected creatures (one per two caster levels) believe
The target person or object (at a range of up to 60 feet) themselves to be completely lost, and wander randomly as
produces light about as bright as a torch, to a radius of 20 feet. long as the spell is in effect. Each affected creature moves at
LONELY ROAD half speed in a random direction each round (roll 1d8 to
Level: Illusionist 4 determine the exact direction), and do not remember previous
Range: 60 feet changes in direction. They recognize enemies but make no
Duration: 2 hours per level hostile moves toward them while under the effects of the spell.
This spell creates a ghostly, shimmering, portal to an They defend themselves from attacks, but will then move
extra-dimensional road that can be used to travel long away in a random direction on the next round once combat is
distances, up to 5 miles per level. This road stretches out in a over (using a withdrawal action if necessary), until the spell
single path approximately fifty feet wide, leading in a ends. Shaking or otherwise attempting to disturb an affected
direction of your choosing when the spell is cast. The creature has little effect, and they will continue to try puzzling
cobblestones are solid and perfect for traveling, but the rest of their way out of their predicament.
the plane is a featureless void the color of twilight. The lonely Creatures affected by lost can attempt a new save each
road never twists or deviates, the exit opening onto a point in round to try to resist the spell’s effects. On a successful save,
the real world exactly equal to the distance traveled in the treat the creature as dazzled for 1 round as it suddenly
chosen direction. The nature of the road allows it to bypass becomes aware of its surroundings once more.
natural environments or objects that would ordinarily obstruct LURCHING PATTERN
or slow a traveler, cutting through lakes or mountains as Level: Illusionist 2
though they were not there. Range: 30-foot wide pattern within 120 feet
Only those you designate may enter the lonely road, and Duration: Concentration + 1 round per level
the portal closes behind you after you enter. Once the entry This silvery-blue pattern unbalances all creatures in its
portal is closed, you can create an exit point anywhere along area of effect. Those who leave the area of effect are
the lonely road at will. Creatures on the lonely road must unbalanced for one round afterwards and then return to
travel to the exit point normally, using any movement normal. Roll 1d6 per 5’ of movement attempted to determine
available to them. The exit point shows a distorted image of the effects of being unbalanced.
the real world on the other side, alerting you if your chosen
exit point would deposit you in a space occupied by a solid
Movement while unbalanced
body.
1d6 Effect
Sages disagree on whether the lonely road creates an all- Move 5 feet forward
1
new extra-dimensional space, or creates a path through an Move 5 feet backward
2
existing one. If the latter, there is a small chance of an Move 5 feet left
3
encounter along the road, either with a native of the space, or Move 5 feet right
4
with travelers stranded from a failed casting of lonely road. 5 Fall down
6 Reroll, adding 5 feet or 1d4 damage to the result

17
The Basic Illusionist

MADNESS
Level: Illusionist 4
Range: Touch
Duration: Instantaneous (see text)
The target experiences a traumatic flash of terrifying
mental images that inflicts Wisdom damage and temporarily
drives it insane. Upon contact, the caster’s touch deals 1d3
points of Wisdom damage. In addition, the target experiences
a form of temporary insanity for a number of hours equal to
3d6 +1/2 caster levels (maximum 28 hours). The form of
insanity is determined randomly. Roll 1d10 and then consult
the table below. The temporary insanity may be removed
through magical means, such as a remove curse spell. The
Wisdom damage remains until removed through rest or by
other magical means, such as remove curse.

1d10 Insanity Effect


1-2 Insomnia: Target is unable to sleep. After 4d6 hours, he becomes fatigued.
3-4 Compulsive Lying: Target is unable to tell the truth.
5-7 Phobia (Creature): Target is irrationally afraid of certain creatures. The target suffers a –4 penalty to attack rolls,
ability checks, skill checks, and saves in regard to these creatures. In addition, these creatures
gain a +2 morale bonus to saves caused by the target. The DM determines the creature type.
Typical selections include arachnids, insects, or snakes.
8-9 Phobia (Substance): Target is irrationally afraid of a certain sub- stance. The target suffers a –4 penalty to attack
rolls, ability checks, skill checks, and saves while in contact with the substance or when dealing
with other creatures that are in contact with the substance. In addition, creatures that are in
contact with the sub- stance gain a +2 morale to saves caused by the target. The DM determines
the substance type. Typical selections include water, particular foods, or mud.
10 Phobia Target is irrationally afraid of a certain type of environment. The target suffers a –4 penalty to
(Environment): attack rolls, ability checks, skill checks, and saves when within this environment. In addition,
other creatures that are in the environment gain a +2 morale bonus to saves caused by the target.
Typical selections include confined spaces, forests, or urban locales.

18
The Basic Illusionist
MAELSTROM OF COLOR to puzzle the way back into normal reality. Although monsters
Level: Illusionist 8 aren’t described with specific Intelligence attributes, it
Range: A cone 60 feet long and 30 feet wide shouldn’t be hard to determine into which category any
Duration: Instantaneous (see text) specific monster falls. Unless ruled otherwise by the Referee,
As the spell torrent of color, except the maelstrom is even there is no saving throw to avoid the spell.
more powerful. The cone of colored light created by the
maelstrom affects the closest 4d6 creatures within the spell’s MENIOTH’S BRILLIANT RAY
area of effect. The maelstrom also has the following effects Level: Illusionist 2
upon its targets, depending on the HD of the targets: Range: 120 feet
Duration: Instantaneous
• Up to 6: Unconscious for 4d6 rounds, blinded for
A glittering ray of golden light springs forth from your
2d6+2 rounds, and then stunned for 3 rounds. (Only
fingertips. You must succeed on a missile attack to strike the
living creatures are knocked unconscious.) In
target, but ignore the target’s armor and shield. The target
addition to this, affected creatures take 2d6 points of
takes 2d4 points of damage and must succeed on a save to
damage, and lose 2d4 temporary points of
avoid being blinded for 1d6 rounds.
Constitution for 2d6 hours.
• 7 to 8: Unconscious for 3d6 rounds, blinded for MENIOTH’S INSTANT LIGHT
1d6+1 rounds, and then stunned for 2 rounds. In Level: Illusionist 4
addition to this, affected creatures lose 1d4 Range: Touch
temporary points of Constitution for 1d6 hours. Duration: Until triggered, then 5 rounds
• 9 or more: Unconscious for 2d4 rounds, blinded for This spell causes an object to glow with a powerful magic
1d4 rounds, and then stunned for 1 round. Blinded light once it is carried into an area of magical darkness. The
creatures have the same penalties as those affected light is effectively stored within the object, taking effect
by color spray. immediately in the same round when you enter the area of the
magical darkness. Once it has been triggered, Menioth’s
MAGIC MOUTH instant light dispels a darkness spell of equal or lower level,
Level: Illusionist 2 then causes the object to glow like a torch (shedding bright
Range: Touch light in a 20-foot radius) for 5 rounds.
Duration: Permanent until triggered or dispelled
This enchantment is set upon an object, and the magic is MIND BLANK
triggered when certain conditions established by the caster are Level: Illusionist 8
met. When that happens, a mouth appears in the object and Range: 60 feet.
speaks the message it has been commanded to speak. The Duration: 24 hours
message may be up to thirty words long. Area of Effect: One creature
By means of this spell, the person upon whom it is cast
MASS SUGGESTION becomes completely protected from all divination and scrying
Level: Illusionist 5 magic. His or her thoughts cannot be detected in any way, he
Range: 120 feet or she cannot be magically overheard when speaking, his or
Duration: 1 week her soul cannot be trapped or affected, etc.
This spell functions like suggestion, except that it affects
one creature per level. The same suggestion applies to all these MIRAGE ARCANA
creatures. Level: Illusionist 5
Range: 240 feet
MASSMORPH Duration: 12 hours
Level: Illusionist 4 This spell functions like hallucinatory terrain, except that
Range: 240 feet it enables you to make any area appear to be something other
Duration: Until negated by the caster or dispelled than it is. The illusion includes audible, visual, tactile, and
One hundred or fewer man or horse-sized creatures are olfactory elements. Unlike hallucinatory terrain, the spell can
changed to appear like innocent trees, rocks, or other alter the appearance of structures (or add them where none are
appropriately-sized natural features. The illusion is so perfect present). It can’t disguise, conceal, or add creatures (though
that creatures moving through the area will not detect the creatures within the area might hide themselves within the
deception. Targets that move faster than a walk, attack, or cast illusion just as they can hide themselves within a real
spells dispel the illusion on themselves but not others. location).
MAZE MIRROR IMAGE
Level: Illusionist 7 Level: Illusionist 2
Range: 60 feet Range: Personal
Duration: Depends on intelligence Duration: 1 hour or until destroyed
The targeted creature disappears into a gap in reality, The spell creates 1d4 images of the caster, acting in
where strange curving and branching passages conceal the perfect synchronization with him like mirror images.
way out. Creatures with intelligence lower than 6 require 2d4 Attackers cannot distinguish the images from the caster, and
x3 rounds to escape the interdimensional prison. Creatures may attack one of the images instead of the caster himself
with Intelligence attributes 7–11 require 2d4 rounds, and (determined randomly). When a hit is scored upon one of the
creatures with an intelligence of 12+ require only 1d4 rounds images, it disappears.

19
The Basic Illusionist
MISDIRECTION NON-DETECTION
Level: Illusionist 2 Level: Illusionist 3
Range: 60 feet Range: Caster
Duration: 1 hour per level Duration: 1 turn per level
You misdirect the information from divination spells that This spell shields the caster from the prying eyes of
reveal auras (detect evil, detect magic, discern lies, and the scrying magics, making him or her invisible to divination
like). On casting the spell, you choose another object within spells and other means of magical spying such as crystal balls
range. For the duration of the spell, the subject of misdirection and ESP.
is detected as if it were the other object, with no saving throws
allowed. OBSESSION
Level: Illusionist 5
MISLEAD Range: 60 feet
Level: Illusionist 6 Duration: See text
Range: 60 feet This spell allows a mesmerist to show an illusory image of
Duration: see text a specific, real object—either real or illusory—to the target.
You become invisible (as greater invisibility) and at the Should that target fail a save, the target is compelled to hunt
same time an illusory double of you (as phantasmal force) down and find that object as per a geas spell. Only by
appears. You are then free to go elsewhere while your double physically finding the actual object can the target end the
moves away. The double moves as you direct it (which effects of this spell. The object shown in the illusion must be
requires concentration beginning on the first round after the real, and must physically exist at the time the spell is cast.
casting). You can make the double appear superimposed Should the object be destroyed after the obsession spell is cast
perfectly over your own body so that observers don’t notice an but before the target of the spell has found the object, the
image appearing and you turning invisible. You and the target is doomed to search for the object forever in vain,
figment can then move in different directions. The double unless the caster chooses to end the spell with a simple touch.
moves at your speed and can talk and gesture as if it were real,
but it cannot attack or cast spells, though it can pretend to do PARALYSATION
so. Level: Illusionist 3
The illusory double lasts as long as you concentrate upon Range: A 20-foot cube within 60 feet
it, plus 3 additional rounds. After you cease concentration, the Duration: Permanent
illusory double continues to carry out the same activity until A certain number of creatures within the spell’s area of
the duration expires. The invisibility lasts for 1 round per effect are frozen in place, magically convinced that they
level, regardless of concentration. cannot move. The caster can affect creatures with a total
number of hit dice equal to twice his caster level. Each
MISLEADING IMAGES creature is entitled to a saving throw against the spell. The
Level: Illusionist 8 illusionist can end the paralysis at any time; otherwise a dispel
Range: 240 feet magic (or dispel illusion) spell is the only way to remove the
Duration: 1 round per level paralysis.
As mislead except multiple illusory duplicates of the
caster appear. When the caster becomes invisible, 2d6 PERFECT ILLUSION
duplicates appear. The duplicates appear within range, but Level: Illusionist 9
thereafter move according to the caster’s intent at the time of Range: 240 feet
casting. The duplicates mimic each other’s actions and may Duration: Permanent
move through one another. They cannot cast spells, but can As programmed image, except that the illusion is crafted
pretend to do so. Any successful attack against a duplicate so perfectly that it cannot be disbelieved and lasts forever
destroys it. Duplicates seem to react normally to area spells unless ended with a touch by the caster. However, the illusion
(such as looking like they’re burned or dead after being struck can still be dispelled as usual, and lacks solidity, so it can be
by a fireball). passed through.

NIGHTMARE PERMANENCY
Level: Illusionist 5 Level: Illusionist 8
Range: Unlimited Range: See below
Duration: Instantaneous Duration: Permanent until dispelled by an opponent of twice
You send a hideous and unsettling phantasmal vision to a the caster's level
specific creature that you name or otherwise specifically This spell makes the effect of another spell permanent—
designate. The nightmare prevents restful sleep and causes unless a spellcaster of twice the caster’s level dispels it. No
1d10 points of damage. The nightmare leaves the subject more than one permanency is ordinarily possible on any one
unable to regain magic‐user spells for the next 24 hours. object, and no more than two upon a creature. Considerable
Dispel evil cast on the subject while you are casting the spell Referee discretion is required for the use of this spell: many
dispels the nightmare and causes you to be stunned for 1 turn spells should not be subject to being made permanent.
per caster level of the dispel evil.

20
The Basic Illusionist

PERMANENT IMAGE PHANTASMAL KILLER


Level: Illusionist 5 Level: Illusionist 4
Range: 240 feet Range: 120 feet
Duration: Permanent Duration: Instantaneous
This spell functions like phantasmal force except that the You create a phantasmal image of the most fearsome
illusion is permanent. creature imaginable to the subject. Only the spell’s subject can
see the phantasmal killer. You see only a vague shape. The
PHANTASMAGORIA target first gets a saving throw to recognize the image as
Level: Illusionist 6 unreal. If that fails, the phantasm touches the subject and the
Range: A 60-foot radius around you. subject must succeed on a saving throw or die from fear. Even
Duration: 1 turn if the saving throw is successful, the subject takes 3d6 points
You summon a host of terrifying spectral images, which of damage. If the subject of a phantasmal killer succeeds in
pursue anyone you choose within range for the duration of the disbelieving and is wearing a helm of telepathy or is a psychic
spell. Targets must make a successful saving throw or take with the telepathy power, the beast can be turned upon you.
3d6 points of damage and be affected as per a fear spell, You must then disbelieve it or become subject to its deadly
fleeing in terror and with a 60% chance to drop anything they fear attack.
are holding. A creature that successfully saves is ignored by
the images. PHANTOM PALANQUIN
Level: Illusionist 5
PHANTASMAL FOE Range: Personal
Level: Illusionist 1 Duration: 1 hour per level
Range: 120 feet You conjure a quasi-real palanquin carried by ghostly
Duration: Concentration + 1 round humanoid shapes. The litter of the palanquin is large enough
With this spell you can create a phantasmal image that for you plus 1 additional medium-sized creature for every four
torments your foe. The phantasmal foe fights as an illusionist caster levels you possess. The palanquin is made of grey silk
of your level and deals ld6 points of illusory damage on each and black wood, with large red nails holding it together. The
successful attack. If disbelieved or if the creature leaves the bearers appear to be little more than misty shapes in human
caster's line of sight the phantasmal foe immediately form, intangible and unnerving to behold.
dissipates. The illusory damage disappears after 1 round. The phantom palanquin has a movement of 3 (10 feet per
Heightened (+1): Phantasmal foe can be cast as a 2nd-level caster level), to a maximum of 24 (80) per round. Creatures
spell, in which case it inflicts 1d4 points of normal damage. inside the palanquin gain a +4 bonus to their armor class.
PHANTASMAL FORCE Phantom palanquin can be cast as a higher level spell, and
Level: Illusionist 2 gains certain powers when so cast. A palanquin’s abilities
Range: 240 feet include those of lower spell levels. Thus, a phantom palanquin
Duration: Concentration cast as a 8th-level spell has the 6th, 7th, and 8th -level abilities.
This spell creates a realistic illusion in the sight of all who Heightened (+1): The bearers can carry the palanquin over
view it. The illusion disappears when it is touched, but if the sandy, muddy, or even swampy ground without difficulty or
viewer believes the illusion is real, he can take damage from decrease in speed.
it. Unless the Referee rules otherwise, victims of the spell are Heightened (+2): The palanquin can blink at will (as the
permitted a saving throw, and the illusion cannot cause more spell, no action required to activate this ability).
than 2d6 points of damage per victim. This damage is illusory, Heightened (+3): The palanquin can turn itself and its
and disappears 1 round after the spell expires. passengers immaterial for up to 1 turn.
Heightened (+4): The phantom palanquin has the ability to
PHANTASMAL HUNTER turn itself and all creatures inside the palanquin invisible and
Level: Illusionist 6 immaterial at will, able to pass through solid matter with ease.
Range: 60 feet Those that step out of the palanquin become solid
Duration: Instantaneous immediately.
You create a phantasmal hunter, an illusory creature that
is similar to that created by the spell, phantasmal killer. Upon PRESTIDIGITATION
seeing the phantasmal hunter, the target must make a saving Level: Illusionist 1
throw or become panicked. In any event, the phantasmal Range: 10 feet
hunter relentlessly pursues the target until it comes into Duration: 1 hour
contact with the target through a successful touch attack. At Prestidigitations are minor tricks that novice spellcasters
that time, the target must succeed at a second saving throw or use for practice. Once cast, prestidigitation enables you to
die. The target receives a –1 penalty to the save roll for every perform simple magical effects for 1 hour. The effects are
round it has spent fleeing from the phantasmal hunter minor and have severe limitations. A prestidigitation can
(maximum –10). The phantasmal creature has a speed of 15 slowly lift 1 pound of material. It can color, clean, or soil
(40 feet) and an attack bonus equal to a fighter of your level. items in a 1‐foot cube each round. It can chill, warm, or flavor
1 pound of nonliving material. It cannot deal damage or affect
the concentration of spellcasters. Prestidigitation can create
small objects, but they look crude and artificial. The materials
created by a prestidigitation spell are extremely fragile, and

21
The Basic Illusionist
they cannot be used as tools, weapons, or spell components. PRISMATIC WALL
Finally, a prestidigitation lacks the power to duplicate any Level: Illusionist 8
other spell effects. Any actual change to an object (beyond just Range: 10 feet
moving, cleaning, or soiling it) persists only 1 hour. Duration: 1 turn per level
Area of Effect: See below
PRISMATIC SPHERE This spell is similar to the spell prismatic sphere, except
Level: Illusionist 9 the caster may choose to create a straight wall 60 feet long and
Range: A 10-foot radius around you 20 feet high, or a circular wall with a 15-foot radius, also 20
Duration: 1 hour feet high.
A sphere of seven colors whirls about the illusionist, with Color Effect of Color
a radius of ten feet. The glowing colors form a layered 1 Red Deals 12 points of damage (save for half).
spectrum; to destroy the sphere, each layer must be destroyed 2 Orange Deals 24 points of damage (save for half).
in turn from Red to Orange, to Yellow, to Blue, to Indigo, and 3 Yellow Deals 48 points of damage (save for half).
then to the innermost Violet layer. Any creature of 7 or fewer 4 Green Death (save or die).
hit dice that looks upon the sphere will be blinded for 1d6 5 Blue Turns to stone (save negates).
turns. 6 Indigo Death and soul is destroyed (save negates)
7 Violet Causes insanity (save negates)
8 Two colors Roll twice, ignoring this result
Prismatic Sphere
Layer Effects of Color Negated By
Red Causes 12 points of damage to the Ice storm or other PROGRAMMED IMAGE
touch. Stops any magic arrows or cold-based attack Level: Illusionist 6
missiles (including the spell Range: 240 feet
magic missile). Duration: Permanent
Orange Causes 24 points of damage to the Lightning bolt or This spell functions like phantasmal force, except that this
touch. Stops arrows and any other other electrical spell activates when a specific condition occurs and the
non-magical missile. attack duration is permanent. The event that triggers the illusion can
Yellow Causes 48 points of damage to the Magic missile spell be as general or as specific and detailed as desired but must be
touch. Blocks all breath weapons. or a magical arrow based on an audible, tactile, olfactory, or visual trigger. The
Green Causes death (saving throw Passwall spell or trigger cannot be based on some quality not normally obvious
allowed) to the touch. Blocks any other earth-moving to the senses.
scrying and detection-type spells magic
from seeing within. PROJECT IMAGE
Blue Turns flesh to stone when touched Disintegrate spell Level: Illusionist 5
(saving throw allowed). Blocks all (or from a wand or Range: 240 feet
divine (Clerical) magic from item) Duration: 1 round per level
passing through. The caster projects an image of himself or herself, to a
Indigo Causes death and destroys the Dispel magic maximum range of 240 feet. Not only does the projected
soul utterly when touched (saving image mimic the caster’s sounds and gestures, but also any
throw allowed). spells being cast will appear to originate from the image.
Violet Causes permanent insanity when Continual light PYROTECHNICS
touched. Blocks all arcane
(Magic-user) spells.
Level: Illusionist 2
Range: 240 ft
PRISMATIC SPRAY Duration: 1 hour
Level: Illusionist 7 The caster creates either fireworks or blinding smoke from
Range: A cone 60 feet long and 30 feet wide a normal fire source such as a torch or campfire. The Referee
Duration: Instantaneous will decide exactly how much smoke is produced, what effect
Holding out his or her hand, fingers fanned out, the caster it has, and what happens to it as it’s produced, but the amount
evokes a spray of colors identical to those of the prismatic of smoke will definitely be more than 20 cubic feet.
sphere. All creatures in the path of the spell will be struck by RAINBOW PATTERN
one of the rays, determined randomly. Level: Illusionist 4
Range: A 20-foot radius pattern within 120 feet
Color Effect of Color Duration: Concentration + 1 round per level
1 Red Deals 12 points of damage (save for half).
You create a 40-foot wide, rainbow‐hued pattern of
2 Orange Deals 24 points of damage (save for half).
3 Yellow Deals 48 points of damage (save for half). interweaving colors that fascinates up to 24 HD of creatures
4 Green Death (saving throw or die). within it. An affected creature that fails its saves is fascinated
5 Blue Turns to stone (saving throw negates). by the pattern. With a simple gesture, you can make the
6 Indigo Death and soul is destroyed (save negates) rainbow pattern move up to 30 feet per round, moving its
7 Violet Causes insanity (save negates) effective point of origin. All fascinated creatures follow the
8 Two colors Roll twice, ignoring this result moving rainbow of light, trying to get or remain within the
effect. Fascinated creatures who are restrained and removed
from the pattern still try to follow it. If the pattern leads its
subjects into a dangerous area each fascinated creature gets a

22
The Basic Illusionist
second saving throw. If the view of the lights is completely
blocked creatures who can’t see them are no longer affected. SCINTILLATING BURST
Level: Illusionist 3
READ LANGUAGES Range: A 20-foot radius burst within 120 feet
Level: Illusionist 1 Duration: Instantaneous
Range: Personal You create a burst of coruscating, multi-hued motes that
Duration: One or two readings fills the area. Every creature caught within the burst takes 3d6
This spell allows the caster to decipher directions, points of damage and must make a saving throw. Creatures
instructions, and formulae in languages unknown to the caster. that successfully save are dazzled for 1 round, while those that
Particularly useful for treasure maps; doesn’t solve codes. fail are blinded for 1d4 rounds. Creatures that cannot see are
not blinded or dazzled, but still take damage from a
READ MAGIC scintillating burst.
Level: Illusionist 1
Range: Personal SCINTILLATING DOOM
Duration: 2 scrolls or other magical writings Level: Illusionist 9
This spell allows the caster to read the magical writings Range: A 20-foot cube within 60 feet
upon scrolls and (occasionally) dungeon walls. Without the Duration: 1 round per level
use of this spell, magical writing cannot be read even by a A field of shimmering, scintillating energy of brilliant
Magic-user. colors springs into being at the coordinate designated by you.
All those inside the energy field are treated as if they have
RECURRING IMAGE been subjected to a prismatic spray spell, including both the
Level: Illusionist 7 blindness and the random color strike effect (see below).
Range: 1000 feet Every round as a standard action, you may move the
Duration: Permanent scintillating doom up to 30 feet. Alternately, you may set the
As programmed image, except recurring figments follow a spell to move in a set direction at up to 30 feet per round until
predetermined script decided upon by the caster. The illusion you again redirect it or the spell ends. You can only redirect
then follows that script without the caster having to the field if it is within the spell’s maximum range and you
concentrate on it and repeats it after a predetermined amount have line of effect to it.
of time (maximum of 1 turn per caster level) or upon a Any creature moving within the area of the spell is
specific triggering condition. The illusion created can include immediately subjected the following effects. First, creatures
intelligible speech if the character wishes. For instance, the with 8 HD or less are immediately blinded for 2d4 rounds.
character could create the reoccurring illusion of several orcs Second, creatures are randomly effected by one color of the
playing cards and arguing, culminating in a fistfight. The spell scintillating lights with effects determined on the table below.
then repeats this scene from beginning to end at the A creature can only be affected by this spell a maximum of
predetermined time or trigger. once per round.
ROPE TRICK 1d8 Color Effect of Color
Level: Illusionist 2 1 Red Deals 12 points of damage (save for half).
Range: Touch 2 Orange Deals 24 points of damage (save for half).
Duration: 2 turns per level 3 Yellow Deals 48 points of damage (save for half).
This spell enchants a rope to become a portal into an 4 Green Death (save or die).
extra-dimensional pocket of unreality opened by the spell. The 5 Blue Turns to stone (save negates).
rope rises in the air and then hangs, suspended by its 6 Indigo Death and soul is destroyed (save negates)
connection to the extra-dimensional hideaway. Up to six 7 Violet Causes insanity (save negates)
medium-size people can hide in the space (five, if the rope is 8 Two colors Roll twice, ignoring this result
to be pulled up and into the space as well). At the spell’s SCINTILLATING PATTERN
expiration, the inhabitants or contents of the space will fall Level: Illusionist 8
into normal reality if they have not already departed. True Range: 60 feet
reality is visible through the portal, but cannot be affected Duration: Concentration + 2 rounds
from within. A twisting pattern of discordant, coruscating colors
SCARE weaves through the air, affecting creatures within it. The spell
Level: Illusionist 2 affects a total number of Hit Dice of creatures equal to your
Range: 30 feet caster level within a 20‐ft sphere. The spell affects each
Duration: 2d6 rounds subject according to its Hit Dice.
This spell causes terror in creatures of less than 6th level or • 6 HD or less: Unconscious for 1d4 rounds, then
6 HD. Such creatures are entitled to a saving throw, which, if stunned for 1d4 rounds, and then confused for 1d4
successful, allows them to shake off the spell’s effect entirely. rounds.
If a creature fails the saving throw, however, it will become • 7-12: Stunned for 1d4 rounds, and then confused for
frozen with terror. It can fight if attacked, but suffers a -1 1d4 rounds.
penalty to all attack, damage, and saving throw rolls. • 13+: Confused for 1d4 rounds.

23
The Basic Illusionist
SERIAL DREAM
SCREEN Level: Illusionist 6
Level: Illusionist 8 Range: Unlimited
Range: 60 feet Duration: Permanent or 1 week per level (see text)
Duration: 24 hours At the beginning of the spell, you must write down the
This spell combines several elements to create a powerful target’s name or some title that leaves no doubt as to the
protection from scrying and direct observation. When casting target’s identity. The target must not have more HD than you
the spell, you dictate what will and will not be observed in the for the spell to take effect. You also choose a task or condition
spell’s area. The illusion created must be stated in general that must be fulfilled by the target of the spell, and create a
terms. Once the conditions are set, they cannot be changed. dream which directs the target to accomplish this task or
Attempts to scry the area automatically detect the image condition. It typically takes 1 round or longer to compose the
stated by you with no save allowed. Sight and sound are dream, and you control all details of it (when and where it
appropriate to the illusion created. Direct observation may seems to take place, what images of items or other people to
allow a save (as per a normal illusion), if there is cause to appear, though none may speak except you). The target then
disbelieve what is seen. Even entering the area does not cancel has this dream periodically until the task is accomplished or
the illusion or necessarily allow a save, assuming that hidden the condition is brought about. If the task is open-ended or the
beings take care to stay out of the way of those affected by the target cannot bring about the condition through his own
illusion. actions the spell ends after 1 week per caster level. The spell
SECRET CHEST immediately ends when the task or condition is accomplished.
Level: Illusionist 5 When the spell is cast, you may choose one of two
Range: See text versions. In the first, the target has the dream each time he
Duration: 60 days sleeps if he has not taken some action towards accomplishing
This spell allows the magic user to shift a magically the task since sleeping last. The target suffers no penalty—he
crafted treasure chest into an extra-dimensional plane, where it is simply reminded nightly until the task is fulfilled. In the
will be safe from those who might seek to steal the caster’s second version, the dream occurs once per week (roll
possessions. randomly for day), and each full day that passes during which
The chest itself must be crafted of the finest materials in the target does not seek to fulfill the condition or task in the
order to support the spell’s magic, and it will cost a minimum dream he suffers 1d6 points of phantasmal damage, which
of 5,000 gp to have a craftsman or craftsmen build it, together cannot be cured through normal or magical means. This
with a second, miniature copy. When the magic user casts the damage cannot exceed 9/10ths (90%) of the target’s total
spell, one hand upon the chest and one upon the miniature, the maximum hp. This damage begins to recover normally 1 day
chest disappears into other dimensions, together with its after the target once again takes some action to accomplish the
contents. These contents may be up to one cubic foot of task.
material per caster level (and no more than this) regardless of Creatures that don’t sleep or dream are immune to this
the chest’s actual volume. If the chest contains any living spell.
matter, there is a 75% chance that the spell will completely SHADES
fail, although if it should succeed, the living creature will be Level: Illusionist 9
imprisoned in the extra-dimensional plane until freed. The Range: See text
caster (and only the caster) can use the miniature chest to Duration: See text
retrieve the larger one wherever he or she might be. It is This spell functions like shadow conjuration, except that it
possible, although not likely, that some extra-dimensional mimics magic‐user conjuration and summoning spells of 8th
creature or traveler might happen upon the chest. So long as
level or lower. The illusory conjurations created deal
the chest remains in the extra-dimensional plane, the magic
four‐fifths (80%) damage to nonbelievers, and non‐damaging
user will still be able to retrieve it (although it may have been
effects are 80% likely to work against nonbelievers.
looted). No creature on the material plane has any chance
using any magic known to humanity to locate a secret chest SHADOW CURSE
that has been by means of this spell. After the spell duration Level: Illusionist 6
expires, there is a cumulative 1 in 20 chance per day that the Range: Touch negates
spell’s link to the chest will fail, and the chest will be Duration: 1 round per level
irrecoverable. The target of the spell is transformed into a pitch-black,
two-dimensional version of itself, completely insubstantial.
SEEMING
The subject may move in the same manner and speed as
Level: Illusionist 5
normal, and may be struck only by magical weapons, but may
Range: 60 feet
not cast spells or make any physical attacks. The target cannot
Duration: 12 hours
interact with the physical world for the duration of the spell,
This spell functions like change self, except that you can
but is subject to physical barriers as normal.
change the appearance of other people as well. The spell can
affect one creature per level of the illusionist. Affected
creatures resume their normal appearances if slain. Unwilling
targets can negate the spell’s effect on them by making a
saving throw.

24
The Basic Illusionist
SHADOW DOOR as well as those of a shadow. Finally, while in shadow form
Level: Illusionist 5 you may travel as if under the effects of the shadow walk
Range: 60 feet spell.
Duration: 1 round per level
With a mystical gesture, the illusionist creates an illusory SILENCE, 15 FT RADIUS
door (either in a wall or free-standing). If the illusionist steps Level: Illusionist 2
through, he or she disappears from sight and may go where he Range: 120 feet
or she pleases. If anyone else opens the door, they will Duration: 2 hours
perceive a small empty room. The caster’s invisibility after Magical silence falls in an area 15 feet around the targeted
passing through the shadow door is particularly powerful and creature or object, and moves with it. Nothing from this area
cannot be seen by use of detect invisibility, although he or she can be heard outside, no matter how loud.
can be seen with more powerful divination magic. SILENT IMAGE
SHADOW EVOCATION Level: Illusionist 1
Level: Illusionist 5 Range: 240 feet
Range: See text Duration: Concentration
Duration: See text This spell creates the visual illusion of an object, creature,
or force, as visualized by you. The illusion does not create
You use shadows to cast a quasi‐real, illusory version of
sound, smell, texture, or temperature. You can move the image
one of the following magic‐user spells: magic missile,
within the limits of the size of the effect.
shocking grasp, fireball, lightning bolt, ice storm, wall of fire,
or wall of ice. SIMULACRUM
Spells that deal damage have normal effects unless an Level: Illusionist 7
affected creature succeeds on a saving throw. Each Range: Touch
disbelieving creature takes only one‐fifth damage from the Duration: Permanent
attack. If the disbelieved attack has a special effect other than The caster creates a duplicate of himself or some other
damage, that effect is one‐fifth as strong (if applicable) or only person. The basic form is created from snow and ice, and must
20% likely to occur. Non‐damaging effects have normal then be animated (animate dead is an acceptable means). A
effects except against those who disbelieve them. Against limited wish (along with the actual simulacrum spell) is then
disbelievers, they have no effect. used to imbue the animated form with intelligence and certain
knowledge of the person being simulated. The simulacrum
SHADOW EVOCATION, GREATER
gains 30–60% (d3x10%) of the simulated creature’s
Level: Illusionist 8
knowledge and experience. The simulacrum follows its
Range: See text
creator’s orders. It is worthy of note that the simulacrum is not
Duration: See text
a perfect representation of the original. Side by side, the
This spell functions like shadow evocation, except that it
differences are obvious, and the simulacrum is a magical
enables you to create partially real, illusory versions of the
creature detectable with a detect magic spell. If the original of
following magic‐user spells: cloudkill, death spell, delayed
the simulacrum dies, a strange effect begins: the simulacrum
blast fireball, disintegrate, wall of iron, or wall of stone. If
begins to gain the knowledge and experience of the dead
recognized as a greater shadow evocation, a damaging spell
individual at a rate of 1% per week (to a maximum of 90%).
deals only three‐fifths (60%) damage.
SOOTHING PATTERN
SHADOW WALK
Level: Illusionist 6
Level: Illusionist 6
Range: A 50-foot wide pattern within 240 feet
Range: Touch
Duration: Concentration + 4 rounds
Duration: 1 hour per level
As hypnotic pattern, except that a soothing pattern is 50-
You and any creature you touch are then transported to a
feet wide and renders its targets unconscious. The subtle,
path along the borderlands of reality. The effect is largely
shifting pattern of lights created by a soothing pattern causes
illusory, but the path is quasi‐real. You can take more than one creatures to fall into a deep sleep, similar to the effects of a
creature along with you (up to one per level), but all must be sleep spell, except that nothing can awaken the affected
touching each other. creatures until the spell ends. Hitting or wounding an affected
In the region of unreality, you move at a rate of 50 miles creature will not awaken it. Roll 2d6+1 per caster level to
per hour relative to “normal” space, although you do not feel determine the total number of HD affected (maximum +20).
as though you are moving swiftly. You can see enough of the The creatures within the area of effect that have the fewest HD
real world to determine your location, but not enough to are affected first by the spell. Creatures possessing equal HD
discern details or spy without ending the spell. Beings in are affected in their order of proximity to the spell’s caster,
reality generally cannot see you. beginning with the creature closest to the caster. Sightless
SHADOWFORM creatures are not affected by this spell, nor are creatures that
Level: Illusionist 7 do not sleep.
Range: Personal
Duration: 1 hour per level
You become a shadow as if you had used the polymorph
self spell with the following exceptions. You do not recover
any hp from the transformation, and retain your own abilities

25
The Basic Illusionist

SPECTRAL TERRORS SWAY


Level: Illusionist 2 Level: Illusionist 4
Range: 120 feet Range: Touch
Duration: Instantaneous Area: A 120-foot radius around you
This spell subjects the target to phantasmal images drawn Duration: Instantaneous
from its latent or suppressed fears. The target suffers 2d4 This spell shifts the attitude of all creatures within the area
points of damage from sheer terror and must make a save or one step better or worse (as determined by the caster at the
flee in terror, with a 30% chance to drop whatever they are time of casting) in regards to a specific group, race, or location
holding. (from indifferent to hostile or from friendly to helpful, and so
on). Once shifted, the attitude changes in response to normal
SPOOK interaction with the group, race, or location.
Level: Illusionist 1
Range: 60 feet TANGLED SCRIPT
Duration: 1 turn Level: Illusionist 5
You cast this upon a single intelligent foe, who turns and Range: Touch
flees in terror from you. The target believes themselves to be Duration: 1 day per level or until triggered
pursued for up to 10 rounds, although they can make a saving You create a piece of meaningless text that appears normal
throw to overcome the spell each round after the first. and harmless at first glance, but poses a serious danger to
anyone reading it. In this case, “reading” the script means any
SUGGESTION attempt to study it, identify it, or fathom its meaning.
Level: Illusionist 2 On a successful save, the reader of the tangled script is
Range: Shouting distance able to look away with only a slight sense of discomfort, but a
Duration: 1 week failed save causes the reader to suffer a phantasmal assault
You speak a hypnotic suggestion to your intended victim. that wreaks havoc on the mind, dealing 1d4 points of
If the victim fails a saving throw, he will carry out the permanent Intelligence attribute damage and causing the
suggestion (as long as it can be performed within a week). The victim to stare at the tangled script, fascinated for 2d4 rounds.
suggestion might not call for the action to be carried out If the fascinate effect is broken early, the reader is left
immediately. A suggestion that the victim kill himself is only confused (as the spell) for 1d4 rounds.
1% likely to be obeyed. Tangled script vanishes if even one creature reads it; but
SUGGESTIVE SCRIPT several different creatures can begin reading in the same round
Level: Illusionist 3 and all be affected.
Range: Touch TIME ACCELERATION
Duration: One day per level Level: Illusionist 7
You write instructions or other information on parchment, Range: One 10-foot cube within 30 feet
paper, or any suitable writing material. The script appears to Duration: 1 hour per level
be some form of foreign or magical writing. Only the person The spell affects the minds and bodies of those entering
(or people) designated by you at the time of the casting are the area into believing the passage of time is much faster than
able to read the writing; it’s unintelligible to any other normal. Every turn spent in the area seems like a full hour;
character, although an illusionist recognizes it as illusory every hour is equal to six hours; four hours is equal to one
script. day. While in the area, a creature must eat, sleep, etc.
Any unauthorized creature attempting to read the script according to the faster passage of time. Spells cast or in effect
triggers a potent hypnotic effect and must make a saving in the area follow the accelerated passage of time. Likewise,
throw. A successful saving throw means the creature can look creatures in the area rest, heal, and recover lost spells at an
away with only a mild sense of disorientation. Failure means accelerated rate.
the creature is subject to a suggestion implanted in the script Time acceleration dispels and counters time deceleration.
by you at the time the suggestive script spell was cast. The
suggestion lasts 1 day, instead of 1 week. TIME DECELERATION
Level: Illusionist 7
SUMMON SHADOW Range: One 10-foot cube within 30 feet
Level: Illusionist 5 Duration: 1 hour per level
Range: 60 feet The spell affects the minds and bodies of those entering
Duration: 1 round + 1 round per level the area into believing the passage of time is much slower than
This spell summons 1 shadow per caster level from the normal. Every turn spent in the area seems like a round; every
shadow planes. The shadows are under the illusionist’s hour is equal to 1 turn; one day seems like four hours. While
command and will do his or her bidding. If turned, they will in the area, a creature must eat, sleep, etc. according to the
return to the place from whence they came. slower passage of time. Spells cast or in effect in the area
follow the decelerated passage of time. Likewise, creatures in
the area rest, heal, and recover lost spells at a decelerated rate.
Time deceleration dispels and counters time acceleration.

26
The Basic Illusionist

TORRENT OF COLOR WALL OF CONFUSION


Level: Illusionist 4 Level: Illusionist 6
Range: A cone 60 feet long and 30 feet wide. Range: 120 feet
Duration: Instantaneous (see text) Duration: See text
As color spray, except the torrent is far more powerful. In This spell creates an opaque smoky wall that confuses
addition to having a greater range than color spray, the cone creatures passing through it. Those that pass through the wall
of colored light created by the torrent of color affects up to must make a saving throw or become confused, making them
3d6 creatures within the area of effect, based upon which unable to independently determine what they will do.
creatures are closest to the caster. A torrent of color also has Characters that fail their saving throw are confused as long as
the following effects upon its targets, depending on the HD of they remain in the wall and for 1 round/caster level after they
the targets: leave it.
• Up to 4: Unconscious for 3d6 rounds, blinded for Roll on the following table to see what the subject does in
1d6+1 rounds, and then stunned for 2 rounds. (Only that round.
living creatures are knocked unconscious.) In
addition to this, affected creatures lose 1d4 1d10 Behavior
temporary points of Constitution for 1d6 hours. 1 Attack caster with melee or ranged weapons (or close
• 5 to 6: Unconscious for 2d4 rounds, blinded for 1d4 with caster if attack is not possible).
rounds, and then stunned for 1 round. 2 Act normally.
• 7 or more: Blinded for 1d4 rounds, then stunned for 3-6 Do nothing but babble incoherently.
1 round. Blinded creatures have the same penalties 7-9 Flee away from caster at top possible speed.
as those affected by color spray. 10 Attack nearest creature (for this purpose; a familiar
counts as part of the subject’s self
TRUE SIGHT
Level: Illusionist 6 A confused character that can’t carry out the indicated
Range: 60 feet action does nothing but babble incoherently. Attackers are not
Duration: 1 round per level at any special advantage when attacking a confused character.
This spell is identical in function (other than as may be Any confused character that is attacked automatically attacks
noted above) to the clerical spell true seeing, except that the its attackers on its next turn, as long as it is still confused when
illusionist cannot discern alignments, for this spell is not of a its turn comes.
spiritual nature. You can form the wall of confusion as a straight wall 60
TWINKLING PATTERN feet long and 20 feet high, or a circular wall with a 15-foot
Level: Illusionist 1 radius, also 20 feet high.. The wall must be continuous and
Range: A 10-foot radius pattern within 120 feet unbroken when formed. If its surface is broken by any object
Duration: Concentration + 1 round per level or creature, the spell fails. This wall blocks line of sight but
This sparkling silver pattern causes all creatures in its area not line of effect. Opponents on opposite sides of the wall
of effect to become distracted. Those who move out of the have total concealment from each other.
area of effect arc no longer distracted by the pattern and may
perform skills and cast spells normally. WALL OF FOG
VEILED TERRAIN Level: Illusionist 1
Level: Illusionist 6 Range: 60 feet
Range: A 1000-foot radius around you Duration: 2d4 rounds + 1 round per level
Duration: Concentration + 1 hour per level The illusionist creates a curtain of obscuring fog in the
You instantly change the appearance of the area around area of effect. Vision of all kinds is reduced to 2 feet. through
you and everything in it, and then maintain that appearance for the swirling vapor. The fog can be affected by normal or
the spell’s duration. You can make the subjects appear to be magical wind and breezes. You may create a straight wall 60
anything you wish. The subjects look, feel, and smell just like feet long, 20 feet high, and 5 feet wide; or a circular wall with
the creatures the spell makes them resemble. Affected a 15-foot radius, also 20 feet high and 5 feet wide.
creatures resume their normal appearances if slain. Unwilling WALL OF LIGHT
targets can negate the spell’s effect on them by making saving Level: Illusionist 3
throws. Range: 120 feet
VENTRILOQUISM Duration: Concentration + 1 round per level
Level: Illusionist 1 An immobile curtain of white light springs into existence,
Range: 60 feet shedding bright illumination in a 60-foot radius. Creatures that
Duration: 1 round per level take penalties in bright light also take them while within the
You can make your voice (or any sound that you can radius of the wall. Creatures and objects on the other side of
normally make vocally) seem to issue from someplace else. the wall are visible, but only as pale shadows against the fierce
illumination, giving creatures on opposing sides of the wall a
+2 bonus to their Armor Class.
One side of the wall, selected by you, sends forth brilliant
flares and sparks of light, dazzling any creature within 20 feet

27
The Basic Illusionist
for 1 round on a failed saving throw. The wall sends forth area occupied by physical objects or creatures. You can create
these flares when it appears and on your turn each round, a straight wall 60 feet long and 20 feet high, or a circular wall
affecting all creatures in the area. In addition, any creature with a 15-foot radius, also 20 feet high.
passing through the wall is automatically dazzled for 1d6
rounds and must make a saving throw or be blinded for 1d6 WAVE OF HESITATION
rounds. Level: Illusionist 3
You may choose to create a straight wall 60 feet long and Range: A cone 60 feet long, 30 feet wide
20 feet high, or a circular wall with a 15-foot radius, also 20 Duration: Instantaneous (see text)
feet high. A wall of light cannot form in an area occupied by Casting wave of hesitation causes a cone of shimmering
physical objects or creatures. lights and pale white mist to erupt from your outstretched
Creatures that cannot see are unaffected by the wall of hands. Every creature in the area must succeed at a save or be
light. Wall of light counters or dispels any darkness spell of stunned for 1d4 rounds. Even with a successful save,
equal or lower level. humanoid creatures of 4 HD or less dazed for 1 round.

WALL OF PATTERNS WEIRD


Level: Illusionist 9 Level: Illusionist 9
Range: 60 feet Range: 120 feet
Duration: 1 turn per level Duration: Instantaneous
This spell creates an immobile and insubstantial wall of This spell functions like phantasmal killer, except it can
patterns that has adverse effects on those who attempt to pass affect any number of creatures, no two of which can be more
through it. One side of the wall, selected by the caster, sends than 30 feet apart. If a subject’s saving throw succeeds, it still
forth waves of patterns to dazzle. unbalance, stun and confuse takes 3d6 points of damage and is stunned for 1 round. The
his foes. Those on the side not chosen to emanate patterns can subject also temporarily loses 1d4 points of Strength, which
walk up to the very edge of the wall without ill effect. The return at a rate of 1 point per day.
caster is immune to the wall of pattern's affects and may pass WIZARD MARK
through and remain near the wall with no ill effect. Level: Illusionist 1
Any creature with fewer than 9 HD that is within 40 feet Range: Touch
of the wall is dazzled and distracted for 2d4 rounds with no Duration: Permanent
saving throw. Those who have 9 or more HD receive a saving This spell allows you to inscribe your personal rune or
throw to negate. Those who come within 30 feet of the wall mark, which can consist of no more than six characters. The
must make a save or become unbalanced for 2d4 rounds. At writing can be visible or invisible. An arcane mark spell
20 feet away from the wall one must make a save or suffer one enables you to etch the rune upon any substance without
of the following effects: harm to the material upon which it is placed. If an
invisible mark is made, a detect magic spell
1d10 Effect causes it to glow and be visible,
1-2 Blinded for 2d4 rounds though not necessarily
3-5 Dazed for 2d4 rounds understandable.
6-7 Nauseated for 2d4 rounds
8-9 Deafened for 2d4 rounds
10 Stunned for 2d4 rounds

When a creature pushes forward to l0 feet he or she must


make another save or be confused for 2d4 rounds. Those who
continue to 5 feet must make a save or be paralyzed for 2d4
rounds. Finally those who reach the wall itself must make one
last save, if they fail then they fall unconscious for 2d4 rounds,
but if they succeed, then they may continue to the other side.
The caster may choose to create a straight wall 60 feet
long and 20 feet high, or a circular wall with a 15-foot radius,
also 20 feet high. A wall of patterns spell cast to materialize in
a space occupied by a creature is disrupted and the spell is
wasted.
WALL OF SHADOW
Level: Illusionist 2
Range: 60 feet
Duration: 1 round per level
This spell creates a wall or hemisphere of blackness that
blocks visibility and any 1st-level or lower divination spell.
The barrier is infinitesimally thin and does not block
movement, attacks, or other spell effects, but does block
vision in both direction (targets on the other side of the wall
are effectively invisible). A wall of shadow cannot form in an

28
The Basic Illusionist

Conditions becomes exhausted by doing something else that would


normally cause fatigue.
Many of the illusionist’s spells inflict disadvantages,
known as conditions, on the victims in lieu of doing hit point Fascinated: A fascinated creature stands or sits quietly,
damage. taking no actions other than to pay attention to the fascinating
The official Swords & Wizardry rules explicitly do not effect, for as long as the effect lasts. If skills are used,
specify the exact penalties different conditions inflict. S&W fascinated creatures take a penalty to skill checks (-1 on a d6; -
is, after all, a game of imagination, improvisation and 4 on a d20) made as reactions. Any potential threat, such as a
creativity. The Referee is encouraged to use her judgment and hostile creature approaching, allows the fascinated creature a
discretion for the exact effects of various spells. new saving throw against the fascinating effect. Any obvious
What follows is a list of possible penalties for various threat, such as someone drawing a weapon, casting a spell, or
conditions. These can be used in part or in whole, as a matter aiming a ranged weapon at the fascinated creature,
of course or as a base from which the spell’s effects may automatically breaks the effect.
deviate based on the caster’s success, the phase of the moon,
or the purity of his spell components. Fatigued: A fatigued character can neither run
nor charge and takes a –2 penalty to Strength and Dexterity.
Befuddled: A befuddled creature is momentarily Doing anything that would normally cause fatigue causes the
perplexed and takes a -2 penalty to its attack rolls and saving fatigued character to become exhausted. After 8 hours of
throws. Befuddlement typically lasts 1 round. complete rest, fatigued characters are no longer fatigued.

Blinded: A blinded creature cannot see. It takes a –2 Frightened: A frightened creature flees from the source
penalty to Armor Class, loses its Dexterity bonus to AC (if of its fear as best it can. If unable to flee, it may fight. A
any), and takes a -4 penalty on its attack rolls. Blind creatures frightened creature takes a –2 penalty on all attack
must make a saving throw to move faster than half speed, and rolls, saving throws, and checks (if used). A frightened
fall prone if they fail. Characters who remain blinded for a creature can use special abilities, including spells, to flee;
long time grow accustomed to these drawbacks and can indeed, the creature must use such means if they are the only
overcome some of them. way to escape. A frightened creature has a 60% chance to drop
whatever they are holding.
Confused: A confused creature is mentally disoriented
and cannot act normally. If a confused creature is attacked, it Nauseated: Creatures with the nauseated condition
attacks the creature that last attacked it until that creature experience stomach distress. Nauseated creatures are unable to
is dead or out of sight. attack, cast spells, concentrate on spells, or do anything else
requiring attention. The only action such a character can take
Cowering: The character is frozen in fear and can take no is a single move action per turn.
actions. A cowering character takes a –2 penalty to Armor
Class and loses his Dexterity bonus (if any). Panicked: A panicked creature drops anything it holds
and flees at top speed from the source of its fear, as well as
Dazed: The creature is unable to act normally. A dazed any other dangers it encounters, along a random path. It can't
creature can take no actions, but has no penalty to AC. take any other actions. In addition, the creature takes a –2
penalty on all saving throws (and checks, if used) A panicked
Dazzled: The creature is unable to see well because of creature cowers and does not attack if cornered. Panicked is a
overstimulation of the eyes. A dazzled creature takes a –1 more extreme state of fear than shaken or frightened.
penalty on attack rolls.
Paralyzed: A paralyzed character is frozen in place and
Deafened: A deafened character cannot hear. He has a unable to move or act. A paralyzed character has
20% chance of spell failure when casting. If individual effective Dexterity and Strength scores of 0 and is helpless,
initiative is used, the character has a penalty (-1 on a d6; -2 on but can take purely mental actions.
a d10; -4 on a d20). Characters who remain deafened for a
long time grow accustomed to these drawbacks and can Shaken: A shaken character takes a –1 penalty on attack
overcome some of them. rolls and saving throws (and checks, if used). Shaken is a less
severe state of fear than frightened or panicked.
Distracted: A distracted creature has difficulty paying
attention to what they are doing at the moment. Distracted Sickened: The character takes a –2 penalty on all attack
creatures take a -2 penalty to their Armor Class and attack rolls, weapon damage rolls, saving throws, and checks if used.
rolls, and must make a successful saving throw to cast a spell
or attack that round. If skills are used, distracted creatures take Stunned: A stunned creature drops everything held, can't
a penalty to skill checks (-1 on a d6; -2 on a d20). take actions, takes a –2 penalty to AC, and loses
its Dexterity bonus to AC (if any).
Exhausted: An exhausted character moves at half speed,
cannot run or charge, and takes a –6 penalty Unbalanced: An unbalanced creature suffers a -2 penalty
to Strength and Dexterity. After 1 hour of complete rest, an on attack rolls, takes a -1 penalty to AC, and moves at half
exhausted character becomes fatigued. A fatigued character speed.

29
The Basic Illusionist
individuals know common information about whomever they
Monsters of Illusion appear as, and have only a 25% chance of being able to
remember more detailed or secret information.
An imagos greatest weakness is their illusionary nature.
Fungi, Psyche They have the abilities and statistics of whomever or whatever
HD 4 they were created as, except that they have Hit Dice equal to
AC 4 [15] the level of their creator. Their attack bonus, save, and
Atks 4 tentacles (1d6+poison) Challenge Level remain unchanged. They deal illusory, not
Move 4 (Fly 18) real, damage with their attacks, and targets of an attack get a
Save 13 saving throw to detect their illusory nature.
CL/XP 6/400 The persistence of an imago depends on the belief that the
Special Hallucinatory poison, imago is real. Every time a creature successfully disbelieves
spell abilities, all-around vision, an imago, they lose a Hit Die. When their Hit Dice drop to 0,
low-light vision, plant. the imago fades away permanently. No known magic, with the
possible exception of a wish, can restore an imago that has
Psyche fungi are intelligent plants that stun and kill
creatures for sustenance. They resemble violet fungi, with a faded away. Casual interaction with an imago does not grant a
saving throw, but prolonged interaction might, at the Referee’s
mushroom-like stalk and cap, four tentacles anchored just
discretion. This weakness to disbelief is what drives imagos to
below the brim, and a mass of crawling tendrils at their base.
isolation and pacifism, and what swiftly kills less intelligent
The surface of their cap are prismatic, and swirls of color
continually drift across their cap. They see through light- imagos.
An imago can be reduced to zero hit points (but not Hit
detecting eyespots around their brim. Psyche fungi do not
Dice) and appear to die, but will reform, fully healed, 24 hours
breath or have mouths, and cannot speak. They communicate
later. An imago that loses Hit Dice can only regain them by
with one another through air-borne spores and patterns of
light. being reassured of their reality by “real” creatures. This is a
prolonged process, and the imago regains one Hit Die per day.
Psyche fungi travel slowly through the underground,
killing whatever they encounter for nourishment.
Occasionally, several psyche fungi band together to take on Piscidine
larger prey. If they find a good site with regular victims, they
establish a “killing garden”, using the creatures they kill to HD 6
grow shriekers, violet fungi, and other deadly plants. AC 4 [15]
Psyche fungi ambush their prey with color spray and Atks 1 bite (2d6) and 2 tentacles
hypnotic pattern (which they use at will), then move in to (1d4+poison);
attack with their tentacles. They attack creatures that are Move 1 (Fly 18) [30’ (Fly 50’)]
moving in preference to those that are still or stiff. They Save 11
cannot be surprised or backstabbed thanks to their many CL/XP 9/1,100
eyespots, and their fungal metabolism makes them immune to Special Hallucinatory poison, magic
poison, paralysis, and mental effects. resistance.
The tentacles of a psyche fungi exude a paralytic poison. This bizarre creature looks like a
Anyone taking damage from a tentacle must succeed on a giant orange goldfish the size of a horse.
saving throw or be paralyzed for 1d4 rounds. Its fins wave gently as it swims through
the air, and rainbow-colored threads of
light trail from its gills. Two long
Imago Creature (Template) tentacles hang from its mouth.
Stats See below Piscidine trawl through caverns and
dungeons looking for food. Their
Not all illusions expire when the spell that created them
tentacles cause vivid psychedelic
runs out. Imago creatures are the remnants of powerful
hallucinations (treat as a confusion spell), and the piscidine
illusions, such as alter reality and the like, that have taken on
slowly eat their prey as it stands dazed and baffled. Piscidine
a life of their own.
quietly follow prey that show an initial resistance to the
The nature of imagos means that almost all of those that
hallucinations, waiting for their endurance to flag. They
survive are intelligent creatures. They are aware of their
generally avoid combat, preferring quiet, peaceful meals.
existence as illusions, and take extreme measures to hide their
Piscidine are 50% resistant to magic.
condition from “real” people. The reality of their state forms a
common bond between imagos that transcends their imitated
nature: an imago orc and an imago elf consider themselves
members of the same “species”, as it were, rather than “elf”
and “orc”. In the rare case that a number of imagos survives a
spell, they usually band together and settle in an isolated area
to avoid detection.
Imagos remain as they were created, and do not age,
although they can accumulate knowledge and experience (but
do not advance in class levels or other skills). Imagos of

30
The Basic Illusionist
14 Reformation: If any provision of this License is held to be unenforceable, such provision
OPEN GAME LICENSE shall be reformed only to the extent necessary to make it enforceable.

Version 1.0a 15 COPYRIGHT NOTICE


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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
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The Basic Illusionist
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and Rodney Thompson, based on material by Jonathon Tweet, Monte Cook, Skip Williams, Tome of Horrors III Copyright 2005, Necromancer Games, Inc.; Author Scott Greene, with
Richard Baker, Peter Adkinson, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale,
Monster Compendium: 0e, Copyright 2008, Matthew J. Finch Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert
Monster, Copyright 2002, Alderac Entertainment Group. Schwalb and Bill Webb.
Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved. Tournaments, Fairs and Taverns, Copyright 2003, Natural 20 Press
Monte Cook’s Arcana Unearthed DM’s Screen and Players Guide Copyright 2003 Monte J. Tournaments, Fairs and Taverns: Let the Games Begin, Copyright 2003, Mystic Eye Games
Cook Troll Races and Champions is copyright © 2005 Adam Windsor.
Monte Cooks Arcana Evolved Copyright 2005 Monte J. Cook. All rights reserved. True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve
Mutants &Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Kenson.
NOD #5, Copyright 2010, John M. Stater. Author: John M. Stater. Ultramodern Firearms, Copyright 2002, Green Ronin Publishing
Oathbound: Arena, Copyright 2004, Bastion Press Uncommon Character, Copyright 2003, Trident Inc., d/b/a Atlas Games.
Oathbound: Domains of the Forge, Copyright 2002, Bastion Press Undead, Copyright 2001, Alderac Entertainment Group.
Oathbound: Mysteries of Arena, Copyright 2004, Bastion Press Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker,
Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press David Noonan, Rich Redman.
Open game content from Encyclopaedia Arcane - Conjuration copyright 2003, Mongoose War, Copyright 2002, Alderac Entertainment Group.
Publishing. Waysides: Book of Taverns, Copyright 2003, Eden Studios, Inc.
Open game content from Encyclopaedia Arcane - Enchantment copyright 2002, Mongoose Weird Wars, and Land of the Rising Sun Copyright 2002, Pinnacle Entertainment Group
Publishing. Weird Wars, Weird War Two, and the Sapphire Copyright 2003, Pinnacle Entertainment
Open game content from Monster Encyclopaedia Volume 1 copyright 2004, Mongoose Group
Publishing Ltd. Wilds, Copyright 2003, Alderac Entertainment Group
Open game content from Monster Encyclopaedia Volume II Dark Bestiary copyright 2005, Wildwood, Copyright 2004, Bastion Press, Inc.
Mongoose Publishing Ltd. Wrath & Rage: A Guidebook to Orcs & Half-Orcs, Copyright 2002, Green Ronin Publishing;
Original Spell Name Compendium Copyright 2002 Necromancer Games, Inc; based on spells Author Jim Bishop.
from the Players Handbook that were renamed in the System Reference Document, found on
the legal page of www.necromancergames.com
OSRIC copyright 2006-08 by Stuart Marshall, adapting material prepared by Matthew J.
Finch, based on the System Reference Document, inspired by the works of E. Gary Gygax,
Dave Arneson, and many others.
Out of the Deep is copyright © 2005 Adam Windsor.
Path of Faith Copyright 2002, Fantasy Flight Publishing, Inc.
Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author
Matthew Sernett.

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