ILLUSIONIST SPELLS 3rd Level


Camouflage, Mass

Level: 3
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: Special
Area of Effect: 60' radius centered on the caster

Explanation/Description: This spell functions as the Camouflage spell except the effect is mobile with the group as they move, centered on the caster. The spell is broken for any individual who moves more than 60’ from the caster.

Continual Darkness (Alteration)

Level: 3
Components: V, M
Range: 6"
Casting Time: 3 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 3" radius globe

Explanation/Description: When this spell is cast, a globe of impenetrable darkness is created. The effects of this darkness, as well as the material component of the spell, are the same as the second level magic-user spell, darkness, 15' radius (cf. continual light).

Continual Light (Alteration)

Level: 3
Components: V, S
Range: 6"
Casting Time: 3 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 6" radius globe

Explanation/Description: This spell is the same as the second level cleric continual light spell (q.v.), except as noted above.

Dispel illusion (Abjuration)

Level: 3
Components: V, S
Range: 1"/level
Casting Time: 3 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Special

Explanation/Description: By means of this spell, the spell caster can dispel any phantasmal force - with or without audible glamer - cast by a non-illusionist; and the spell has the same chance of dispelling any illusion/phantasm spells of another illusionist as a dispel magic spell (q.v.) does, i.e. 50% base chance adjusted by 2% downward, or 5% upward, for each level of experience lesser/greater of the illusionist casting the dispel illusion compared to the illusionist casting the spell to be dispelled.

Fear (Illusion/Phantasm)

Level: 3
Components: V, S
Range: 0
Casting Time: 3 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: 6" long cone, 3" diameter at end, 1/2" at base

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

Hallucinatory Terrain (Illusion/Phantasm)

Level: 3
Components: V, S, M
Range: 2" + 2"/level
Casting Time: 5 rounds
Duration: Special
Saving Throw: None
Area of Effect: 4" X 4" square area + 1" X 1 "square area/level

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

Illusionary Script (Illusion/Phantasm)

Level: 3
Components: V, S, M
Range: Special
Casting Time: Special
Duration: Permanent
Saving Throw: None
Area of Effect: Creature reading the script

Explanation/Description: This spell enables the illusionist to write instructions or other information on parchment, paper, skin, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or class of persons or whatever) whom the illusionist desires to read the writing will be able to do so, although another illusionist will recognize it for illusionary script. Others attempting to read it will become confused as from a confusion spell (q.v.) for 5 to 20 turns, minus 1 turn for each level of experience he or she has attained. The material component of the spell is a lead-based ink which requires special manufacture by an alchemist.

Invisibility, 10' Radius (Illusion/Phantasm)

Level: 3
Components: V, S
Range: Touch
Casting Time: 3 segments
Duration: Special
Saving Throw: None
Area of Effect: 10' radius of creature touched

Explanation/Description: Except as noted above, this spell is the same as the third level magic-user spell, invisibility, 10' radius (q.v.). See also the second level magic-user spell, invisibility.

Non-detection (Abjuration)

Level: 3
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 5' radius of spell caster

Explanation/Description: By casting this spell, the illusionist makes himself or herself invisible to divination spells such as clairaudience, clairvoyance, "detects", and ESP. It also prevents location by such magic items as crystal balls and ESP medallions. The material component of the spell is a pinch of diamond dust.

Paralyzation (Illusion/Phantasm)

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

Explanation/Description: The paralyzation spell enables the spell caster to create illusionary muscle slowdown in creatures whose combined hit dice do not exceed twice the total level of experience of the illusionist. If the recipient creatures fail their saving throws, they become paralyzed, and a dispel illusion or dispel magic spell must be used to remove the effect, or the illusionist may dispel it at any time he or she desires.

Rope Trick (Alteration)

Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: 2 turns/level
Saving Throw: None
Area of Effect: Special

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

Spectral Force (Illusion/Phantasm)

Level: 3
Components: V, S, M
Range: 6" + 1 "/level
Casting Time: 3 segments
Duration: Special
Saving Throw: Special
Area of Effect: 4 square" + 1 square/level

Explanation/Description: The spectral force spell creates an illusion in which sound, smell and thermal illusions are included. It is otherwise similar to the second level improved phantasmal force spell (q.v.). The spell will last for 3 rounds after concentration.

Suggestion (Enchantment/Charm)

Level: 3
Components: V, M
Range: 3"
Casting Time: 3 segments
Duration: 4 turns + 4 turns/level
Saving Throw: Neg.
Area of Effect: One creature

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

Delude (Alteration)

Level: 3
Components: V, S
Range: 0
Casting Time: 3 segments
Duration: 1 turn/level
Saving Throw: Neg.
Area of Effect: The illusionist

Explanation/Description: By means of a delude spell, the illusionist is able to replace the aura of his or her own alignment with that of any other creature within a 3" radius, although the creature must be of higher than animal intelligence for the aura exchange to work. The target creature retains his or her original alignment. Any attempt to know alignment will discover only the aura (alignment) which the illusionist has opted to assume. A detect good or detect evil will detect this only of the substituted creature's aura. The creature whose aura has been copied will radiate magic, but the illusionist will radiate magic only to the creature whose aura has been exchanged. If delude is used in conjunction with a change self or alter self spell, the actual class of the illusionist will be totally hidden, and he or she will absolutely appear to be whatever class he or she has chosen to appear as, for a saving throw (versus spell) applies only to the aura transfer.

Phantom Steed (Conjuration/Phantasm)

Level: 3
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: 6 turns/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When this spell is cast the illusionist creates a quasi-real, horse-like creature. This creature can be ridden only by the illusionist who created it, or by any person for whom the illusionist creates such a mount specifically. All phantom steeds have black heads and bodies with gray manes and tails, and smoke-colored, insubstantial hooves which make no sound. Their eyes are milky-colored. They do not fight, but all normal animals shun them, so only monstrous ones will attack. If more than 12 points of damage accrue to such a mount, the dweomer is dispelled and the phantom steed disappears. A phantom steed moves at a maximum rate of 4"per level of the spell caster It has what seems to be a saddle and a bit and bridle, but it can not carry saddlebags and the like - only its rider and what he or she carries. These mounts gain certain powers according to the level of the illusionist who created them:

8th level: Ability to pass over sandy, muddy, or even swampy ground without difficulty.
10th level: Ability to pass over water as if it were firm, dry ground.
12th level: Ability to travel in the air as if it were firm land instead, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount can not casually take off and fly.
14th level: Ability to perform as if it were a pegasus.

Phantom Wind (Alteration/Phantasm)

Level: 3
Components: V, S
Range: 1 "/level
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 1" broad path

Explanation/Description: When this spell is employed, the illusionist creates a wind which cannot be seen or felt. This movement of air does, however, serve to blow light objects before it, flutter curtains or drapes, flap loose clothing (such as capes, cloaks, and mantles), fan fires, and move clouds of gaseous materials (such as a wall of fog, a fog cloud, a cloudkill cloud, etc.). The wind created moves in the direction in which the illusionist points, its effects being felt in a progressively longer path as the spell continues, at a movement rate of 1 "per round, with the effects lasting the entire course of the path. Thus, the spell could, for example, be employed to move several sailed vessels, but the first affected by the wind would also be the one to move the farthest.

Wraithform (Alteration/Illusion)

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

Explanation/Description: When this spell is cast, the illusionist and all of his or her gear become insubstantial. The caster can be hit only by magic weapons of +1 or better, or by creatures otherwise able to affect those struck only by magic weapons. Undead of most sorts will ignore an individual in wraith form, believing him or her to be a wraith or spectre, though a lich or "special' undead may save versus spell at -4 to recognize the dweomer. The illusionist will be able to pass through small holes or narrow openings, even mere cracks, with all he or she wears or holds in his or her hands, as long as the spell persists. No form of attack is possible when in wraith form, except against creatures which exist on the Ethereal Plane, where all attacks (both ways) are normal. Dispel illusion and dispel magic are the only ways to force an illusionist in wraith form back to normal form. The spell caster can return to normal form at will, but this ends the spell effect. The material components for this spell are a bit of gauze and a wisp of smoke.

Numbness (Illusion/Phantasm)

Level: 3
Components: V,S
Range: Touch
Casting Time: 3 segments
Duration: 1 turn/level of the caster
Area of Effect: being's limb
Saving Throw : Neg.

Explanation/Description: This spell causes a limb of the recipient's body to go numb. Only arms, legs, tails, tentacles, and wings can be so affected; heads and trunks of bodies cannot (the trunk of an elephant is considered a tentacle). The spell-caster must make a successful "to hit" roll to affect the part he desires, as per the following table:

Body part"to hit" penalty
Striking tentacle, clawed arm+ 0
Lowered wing, weapon-holding arm-1
Leg or foreleg-2
Raised wing, active tail-3

Tentacles, arms, and active tails are assumed to be in use for attacking the spell-caster or his allies. Some further modifications may be required, and some common sense must be shown in moderating these hit probabilities. A dragon raising its wings high over the illusionist's head may well have those wings out of all reach, while a gnome illusionist fighting a giant would not have to stoop or lunge below his normal height to touch the giant's leg. In general, the term "striking tentacle" can refer to any limb within easy reach; "weapon-holding arm" can mean any limb close but active; "leg" can mean any limb for which the illusionist might have to lunge or spring; "raised wing, active tail" can mean any limb that moves very fast or is positioned so as to be very awkward to reach. Helpless, sleeping, or bound opponents can be automatically touched. The spell causes the limb to lose all feeling for the duration of the numbness, with consequent loss of dexterity and judgment. The following specific penalties accrue to a numbed limb (and its owner):

  1. Overall dexterity loss in the limb numbed is -4, with attendant penalties on attack or defense, thieving abilities, and so on. The recipient is -1 to hit with that limb for the duration of the spell, and missile-firing penalties may be assessed in addition to dexterity loss.
  2. Walking on a numbed limb gives a 20% chance each round of tripping. A numbed wing reduces flying movement rate by one-third, maneuverability class by one step, and causes the flyer to require two rounds to become airborne. Also, the movement rate for a creature with a numbed leg is reduced by one-third.
  3. Objects grasped by a numbed limb have a 60% chance each round of slipping from its grasp. Creatures attempting to break free from the grasp of a numbed limb get a +30% (or +6) to their attempts to do so. Damage inflicted by a numbed limb's clutch (e.g., a bear's hug) is at -1 per die of damage (but never zero, if damage is to be assessed).
  4. Wounds to the numbed limb are not felt. As a result, each numbed limb causes the victim to believe he has suffered 25% less damage than he has actually taken. The DM should count up the total damage taken by the character in each round, then tell the player of the numbed PC that the PC has taken only three-fourths of that amount of damage. The DM should keep a separate tally of the PC's hit points with the true (unmodified) damage score. Thus, the PC may run out of hit points and fall unconscious at an unexpected moment when it seemed the PC had a few hit points left.
  5. The armor class of the recipient is also adversely affected. A general penalty of -1 is assessed, unless that limb's use is more vital (e.g., a shield arm).
  6. All penalties for numbness are cumulative, so if more than one limb is numbed, the recipient suffers more ill effects.

Remove Smell (Alteration, IllusionPhantasm)

Level: 3
Components: V,S,M
Range: 0 or 6"
Casting Time: 3 segments
Duration: 1 turn/level of caster
Saving Throw : None or neg.
Area of Effect: 1 creature or object

Explanation/Description: This spell has two forms. ln its first manifestation, it renders the spell-caster or any one other creature or object undetectable by smell for the duration of the spell. No saving throw is required for this form of the spell. In its second form, the spell is cast upon a living crealure, depriving it of its sense of smell for the duration (If the spell. The recipient of this form of the spell gets a saving throw. Note that attacks such as stinking cloud are ineffective against a being who cannot smell. Caustic fluids will still burn, however.

Remove smell works by affecting the olfactory nerves. In its first form, all particles normally emitted by the recipient creature or object are masked by carrying the spell's dweorner to all available olfactory nerves that might detect them. In the second form, the dweomer is applied directly to one creature's olfactory apparatus, rendering it incapable of sensing any particles from ally source. The material component is a sliver of soap.

Spectral Farce (Alteration, Illusion)

Level: 3
Components: V, S
Range: 60 yds. + 1 yd. per level
Casting Time: 3 segments
Duration: Special
Saving Throw: Special
Area of Effect: 40' cube + 10' cube per level

The spectral farce spell is an Illusion that makes images appear less believable, whether the Images are real or Illusory. If the images are real, the spell gives onlookers a reason to believe that they are fake. For example, spectral farce could make a charging red dragon's movements seem unrealistic, and also silence the sound of its claws raking against stone as it landed in a cavern. This could make enemies of the dragon believe that it's an illusion and take actions to disbelieve its existence.

If the images are illusory, the spectra! farce spell can be highly effective at promoting disbelief. It grants a +4 saving throw when determining whether a viewer believes an illusion is real. If the viewer has already failed a saving throw, there Is a chance that another saving throw will be allowed after spectral farce is cast. The chance is equal to 50% plus the level of the spellcaster.

This spell can have all of the elements utilized In a spectral force spell, including sight, sound, smell and heat. Sometimes these are used primarily to mask an element, such as the case above where a dragon's claws were silenced.

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