ILLUSIONIST SPELLS 2nd Level


Blindness (Illusion/Phantasm)

Level: 2
Components: V
Range: 3"
Casting Time: 2 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: The blindness spell causes the recipient creature to become blind and able to see only a grayness before its eyes. Various cure spells will not remove this effect, and only a dispel magic or the spell caster can do away with the blindness if the creature fails its initial saving throw versus the spell.

Blur (Illusion/Phantasm)

Level: 2
Components: V, S
Range: 0
Casting Time: 2 segments
Duration: 3 rounds + 1 round/level
Saving Throw: None
Area of Effect: The illusionist

Explanation/Description: When a blur spell is cast, the illusionist causes the outline of his or her form to become blurred, shifting and wavery. This distortion causes all missile and melee combat attacks to be made at -4 on the first attempt and -2 on all successive attacks, It also allows a + 1 on the saving throw die roll for any direct magical attack.

Deafness (Illusion/Phantasm)

Level: 2
Components: V, S, M
Range: 6"
Casting Time: 2 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: The deafness spell causes the recipient creature to became totally deaf and unable to hear any sounds (cf. blindness). This deafness can be done away with only by means of a dispel magic or by the spell caster. The victim is allowed a saving throw. The material component of the spell is beeswax.

Detect Magic (Divination)

Level: 2
Components: V, S
Range: 0
Casting Time: 2 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 1" path, 6" long

Explanation/Description: This spell is similar to the first level cleric and the first level magic-user spell, detect magic (qq.v.).

Fog Cloud (Alteration)

Level: 2
Components: V, S
Range: 1"
Casting Time: 2 segments
Duration: 4 rounds + 1 round/level
Saving Throw: None
Area of Effect: 4" wide, 2" high, 2" deep cloud

Explanation/Description: The fog cloud is a billowing mass of misty vapors which is of similar appearance to a cloudkill (q.v.), the fog being greenish. The spell caster creates the fog cloud and it moves away from him or her at a 1" per round rate. Although it behaves in mast respects just as if it were a cloudkill, the only effect of the fog is to obscure vision, lust as a wall of fog does.

Hypnotic Pattern (Illusion/Phantasm)

Level: 2
Components: S, M
Range: 0
Casting Time: 2 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: 3" X 3" square area

Explanation/Description: When this spell is cast the illusionist creates a weaving, turning pattern of subtle colors in the air. This hypnotic pattern will cause any creature looking at it to become fascinated and stand gazing at it as long as the spell caster continues to maintain the shifting interplay of glowing lines. Note that the spoil can captivate a maximum of 24 levels, or hit dice, of creatures, i.e. 24 creatures with 1 hit die each, 12 with 2 hit dice, etc. All creatures affected must be within the area of effect, and each is entitled to a saving throw. The illusionist need not utter a sound, but he or she must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.

Improved Phantasmal Force (Illusion/Phantasm)

Level: 2
Components: V, S, M
Range: 6" + 1"/level
Casting Time: 2 segments
Duration: Special
Saving Throw: Special
Area of Effect: 4 square" + 1" square/level

Explanation/Description: Except as noted above, and as detailed hereafter, this spell is the same as the third level magic-user phantasmal force spell (q.v.). The spell caster can maintain the illusion with minimal concentration, i.e. he or she can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech. Also, by concentration on the form of the phantasm, the improved phantasmal force will continue for 2 rounds after the illusionist ceases to concentrate upon the spell.

Invisibility (Illusion/Phantasm)

Level: 2
Components: V, S
Range: Touch
Casting Time: 2 segments
Duration: Special
Saving Throw: None
Area of Effect: Creature touched

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

Magic Mouth (Alteration)

Level: 2
Components: V, S, M
Range: Special
Casting Time: 2 segments
Duration: Special
Saving Throw: None
Area of Effect: One object

Explanation/Description: This spell is the same as the second level magic-user magic mouth spell (q.v.).

Mirror image (Illusion/Phantasm)

Level: 2
Components: V, S
Range: 0
Casting Time: 2 segments
Duration: 3 rounds/level
Saving Throw: None
Area of Effect: 6' radius of spell caster

Explanation/Description: Except as noted above, and except for the fact that there are 2-5 (d4 + 1) mirror images created, this spell is the same as the second level magic-user spell, mirror image (q.v.).

Misdirection (Illusion/Phantasm)

Level: 2
Components: V, S
Range: 3"
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: Special

Explanation/Description: By means of this spell the illusionist misdirects the information from a detection-type spell, i.e. detect charm, detect evil, detect invisibility, detect lie, detect magic, and detect snares 8 pits. While the detection spell functions, the information it reveals will indicate the wrong area, creature, or the opposite of the truth with respect to detect evil or detect lie. The illusionist directs the spell effect upon the creature or item which is the object of the detection spell. If the caster of the detection-type spell fails his or her saving throw, the misdirection takes place.

Ventriloquism (Illusion/Phantasm)

Level: 2
Components: V, M
Range: l"/level, Maximum 9"
Casting Time: 2 segments
Duration: 4 rounds + 1 round/level
Saving Throw: None
Area of Effect: One object

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

Alter Self (Alteration/Illusion)

Level: 2
Components: V, S
Range: 0
Casting Time: 2 segments
Duration: 3-12 rounds +2/level
Saving Throw: None
Area of effect: The Illusionist

Explanation/Description: When this spell is cast the illusionist is able to alter himself or herself in a manner similar to a change self spell. However, alter self enables the caster to effect a quasi-real change, so that size can be altered by 50% of actual. If the form selected has wings, the illusionist can actually fly, but only at one-quarter the rate of speed of a true creature of that type, and with a loss of two Maneuverability Classes (to a minimum of "E'). If the form has gills, he can breathe underwater as long as the spell lasts. Using alter se/f to change into a larger creature does not permit additional attacks or damage unless the illusionist is accustomed to this form.

Fascinate (Illusion/Phantasm)

Level: 2
Components: V, S
Range: 3"
Casting Time: 2 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: By means of this spell the illusionist attempts to captivate the subject creature's attention and gain its love, friendship, and/or obedience. The spell creates an illusion around the spell caster so that he or she becomes, in the eyes of the subject, a trusted and/or desired companion. Unless a saving throw versus spell is successful, the subject will follow the illusionist wherever he or she goes, if possible without undue risk to life and safety. If the illusionist is able to converse with the fascinated creature, the subject will obey requests from the spell caster as long as a roll of 3d6 per request does not exceed the comeliness of the illusionist. (Requests which are obviously against the better interests of the creature add +1 to the dice roll, and the more hazardous and unreasonable of these requests will add from +2 to +6 to the dice roll.) The spell is shattered whenever comeliness is exceeded, and the subject will certainly be filled with rage and hate. Creatures of normal sort with animal intelligence will remain fascinated for only a short period of time (1-4 days), but if the illusionist has been careful to treat the subject well, attend to its needs, and feed it, there is a 2% chance per point of comeliness of the illusionist that the subject will willingly choose to befriend and follow him or her. Otherwise, the creature will attack (if it was not cared for) or leave (if it was cared for) when the spell wears off. Non-intelligent creatures are not subject to a fascinate spell (cf. charm person).

Ultravision (Alteration)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 2 segments
Duration: 6 turns + 1/level
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: Except as noted above, this spell is essentially the same as the 4th-level magic-user spell of the same name. Note additionally that creatures with high intelligence might be able to detect invisible creatures by the use of ultravision, either natural or magically bestowed. The required material component for the illusionist version of this spell is a powdered essence of carrots.

Whispering Wind (Alteration/Phantasm)

Level: 2
Components: V, S
Range: Special
Casting Time: 2 segments
Duration: Special
Saving Throw: None
Area of Effect: 2' radius

Explanation/Description: By means of this spell the illusionist is able to either send a message or cause some desired sound effect. The whispering wind can be prepared so as to travel as many tens of feet underground or miles above ground as the spell caster has levels of experience. Thus, a 3rd-level illusionist could send the spell wafting 30' in a dungeon or as far as three miles outdoors. The whispering wind will be as gentle and unnoticed as a zephyr until it reaches the desired objective of the spell caster It then delivers its whisper-quiet message or other sound for a duration of up to two segments. The dweomer then fades and vanishes - as it will do if the subject is beyond range, or more than two hours of time have elapsed, or it is magically dispelled. The illusionist can prepare the spell to bear a message of up to 12 words, cause the spell to deliver other sounds for 12 seconds, or merely have the whispering wind seem to be a faint stirring of the air which has a susurrant sound. He or she can likewise cause the whispering wind to move as slowly as 1" per round or as quickly as 20" (or any rate in between). When the spell reaches its objective, it swirls and remains for the full two segments, regardless of its speed otherwise. As with the magic mouth spell, no spells may be cast through the whispering wind.

Blandness (Alteration)

Level: 2
Components: V,S,M
Range: 0
Casting Time: 2 segments
Duration: Perm.
Saving Throw : None
Area of Effect: 1 pint or pound of material

Explanation/Description: This spell can only be cast on nonliving material. Its effect is to render the material completely tasteless and odorless. Color, texture, and so on are not affected. Thus, a poisonous substance could be inserted in food, and could only be detected by suspicious color, texture, or consistency, by the use of a spell such as detect magic or detect poison. Detect illusion is the only spell which gives the caster a chance to detect the use of this spell on foodstuffs. The material component of this spell is a dram of distilled water, available from any alchemist.

Echoes (Illusion/Phantasm)

Level: 2
Components: V,S,M
Range: 3" + 1"/level of caster
Casting Time: 3 segments
Duration: 2 rds/lvl
Area of Effect: 1 creature
Saving Throw : 1/2

Explanation/Description: This spell causes every sound within the recipient creature's hearing to reverberate loudly in his mind as if the victim were in an echo chamber. It becomes very difficult for the recipient to understand speech, to pick out one sound from another, and the like. The recipient often tries to tiptoe in an exaggerated fashion to try to reduce the noise level which only it hears. Sometimes the recipient merely collapses in a moaning heap. No coordinated action with other creatures is possible for the recipient, and the victim lashes out an any person attempting to contact it closely. Fighting and making saving throws are at -2, and there is a -2 penalty to armor class. If the saving throw is made, the recipient fights and saves at -1, with a -1 penalty to armor class. Either way, its auditory nerves receive a great hammering. Creatures with keen hearing (such as cats, bats, predators in general, rabbits, and so on) run and hide in order to find quiet, or simply crouch in a corner. A silence spell or a deafness spell laid on over the echoes cancels its effects (as well as all sound) for the duration of those spells. The material component is a little tin gong or cymbal.

Fools' Copper (Alteration, Illusion)

Level: 2
Components: V, S, M
Range: 10 yards
Casting Time: 1 round
Duration: 1 hour/level
Area of Effect: 10 cubIc inches per level
Saving Throw: Special

This spell is the reverse of fools' gold, making items appear less valuable to creatures viewing them. The disguise does not alter the nature of the item (gold is still gold, diamonds are still diamonds), but it lowers the perception of an item's quality. A jewel-encrusted golden ring could be made to look like a plain iron band with this spell, and a rune-carved paladin's long sword could appear as a rusty peasant's blade. The saving throw and other elements of the spell are the same as fools' gold, including the use of powdered gemstones to make the spell harder to detect.

Nystul's Magical Mask (Illusion)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 day per level
Area of Effect: Special
Saving Throw: Special

This spell has the opposite effect of Nysturs magical aura, covering up the aura of a magical item of five pounds weight per level of the speilcaster. If an identIfy spell or other similar means Is used to determine whether the item Is magical, there is a 50% chance that the ruse is revealed. If not, all examinations of the item find it to be non-magical In nature. This spell does not work on extremely powerful magical items such as artifacts.

The components for this spell are a lump of coal and a drop of sour milk.

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