ILLUSIONIST SPELLS 4th Level


Confusion (Enchantment/Charm)

Level: 4
Components: V, S, M
Range: 8"
Casting Time: 4 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: Up to 4" X 4"

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

Dispel Exhaustion (Illusion/Phantasm)

Level: 4
Components: V, S
Range: Touch
Casting Time: 4 segments
Duration: 3 turns/level
Saving Throw: None
Area of Effect: 1 to 4 persons

Explanation/Description: By means of this spell, the illusionist is able to restore 50% of lost hit points to all persons (humans, demi-humans and humanoids) he or she touches during the round it is cast, subject to a maximum of four persons. The spell gives the illusion to the person touched that he or she is fresh and well. Stamina is renewed, but when the spell duration expires, the recipient drops back to their actual hit point strength. The spell will allow recipients to move at double speed for 1 round every turn (cf. haste spell).

Emotion (Enchantment/Charm)

Level: 4
Components: V, S
Range: 1 "/level
Casting Time: 4 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: 4" X 4" area

Explanation/Description: When this spell is cast, the illusionist can project his or her choice of 1 of the following 4 emotions:

1. Fear: This is the same as the spell of the same name, but as it is not illusionary, the saving throw is made at -2. It counters/is countered by rage.
2. Hate: The effect of hate is to raise morale, saving throw dice, "to hit" dice, and damage done by +2. It counters/is countered by hopelessness.
3. Hopelessness: This has the same effect as the hopelessness symbol. It counters/is countered by hate.
4. Rage: The rage emotion causes the recipient to become berserk, attack at a + 1 on the "to his" dice, do +3 his points of damage, and gives a temporary +5 hit points to the enraged creature. The recipient will fight without shield, and regardless of life as well. It counters/is countered by fear.

The spell lasts as long as the illusionist continues to concentrate on projecting the chosen emotion.

Improved Invisibility (Illusion/Phantasm)

Level: 4
Components: V, S
Range: Touch
Casting Time: 4 segments
Duration: 4 rounds + 1 round/level
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: This spell is similar to invisibility, bus the recipient is able so attack, either by missile discharge, melee combat, or spell casting and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. Such attacks are at -4 on the "to hit" dice, and all saving throws are made at +4.

Massmorph (Illusion/Phantasm)

Level: 4
Components: V, S
Range: 1 "/level
Casting Time: 4 segments
Duration: Special
Saving Throw: None
Area of Effect: 1" X 1" square/level

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

Minor Creation (Alteration)

Level: 4
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: 6 turns/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell enables the illusionist to create an item of non-living, vegetable nature, i.e. soft goods, rope, wood, etc. The item created cannot exceed 1 cubic foot per level of the spell caster in volume.

(Cf. ADVANCED DUNGEONS £ DRAGONS. MONSTER MANUAL, Djinni.) Note the limits of the spell's duration. The spell caster must hove at least a tiny piece of matter of the same type of item he or she plans to create by means of the minor creation spell, i.e. a bit of twisted hemp so create rope, a splinter of wood so create a door, and so forth.

Phantasmal Killer (Illusion/Phantasm)

Level: 4
Components: V, S
Range: 1/2"/level
Casting Time: 4 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: One creature

Explanation/Description: When this spell is cast, the illusionist creases the illusion of the most fearsome thing imagined, simply by forming the fears of the subject creature's subconscious mind into something which its conscious mind can visualize - the most horrible beast. Only she spell caster and she spell recipient can see the phantasmal killer, but if is succeeds in scoring a hit, the victim dies (from fright). The beast attacks as a 4 hit dice monster with respect to its victim. It is invulnerable to all attacks, and is can pass through any barriers, for it exists only in the beholder's mind. The only defense against a phantasmal killer is an attempt so disbelieve, which can be tried but once, or slaying or rendering unconscious the illusionist who cast the spell. Nose that the saving throw against this spell is not standard. The subject must roll three six-sided dice (3d6) and scare a sum equal so or less than 55 intelligence ability score in order to disbelieve the apparition. The dice score is modified as follows:

ConditionModifier*
Complete surprise+2
Surprise+ 1
Subject previously attacked by this spell-1 per previous attack
Subject is an illusionist-2
Subject is wearing a helm of telepathy-3 plus the ability to turn the phantasmal killer upon its creator if disbelieved

Note that magic resistance and wisdom factors also apply, magic resistance being checked first so determine spell operation (or -1 to -5 on dice if spell resistance is as that of a dwarf, gnome, etc.), and then wisdom bonus applies as a minus so she dice roll so match or score less than intelligence.

If the subject of the attack by a phantasmal killer succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon the illusionist, and then he or she must disbelieve it or be subject to its attack and possible effects.

Shadow Monsters (Illusion/Phantasm)

Level: 4
Components: V, S
Range: 3"
Casting time: 4segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 2"X 2"

Explanation/Description: The shadow monsters spell enables the illusionist to create semi-real phantasms of one or more monsters. The total his dice of the shadow monster or monsters thus created cannot exceed the level of experience of the illusionist; thus a 10th level illusionist can create one creature which has 10 hit dice (in normal circumstances), two which have 5 hit dice (normally), etc. All shadow monsters creased by one spell must be of the same sort, i.e. hobgoblins, orcs, spectres, etc. They have 20% of the his points they would normally have. To determine this, roll the appropriate hit dice and multiply by .20, any score less than .4 is dropped - in the case of monsters with one (or fewer) hit dice, this indicates the monster was not successfully created - and scores of .4 or greater are rounded up to one hit point. If the creature or creatures viewing the shadow monsters fail their saving throw and believe the illusion, the shadow monsters perform as normal with respect to armor class and attack forms. If the viewer or viewers make their saving throws, the shadow monsters are armor class 10 and do only 20% of normal melee damage (biting, clawing, weapon, etc.), dropping fractional damage less than .4 as done with hit points. Example: A shadow monster dragonne attacks a person knowing it is only quasi-real. The monster strikes with 2 claw attacks and 1 bite, hitting as a 9 die monster. All 3 attacks hit, and the normal damage dice are rolled: d8 scored 5, d8 scores 8, 3d6 scores 11 and each total is multiplied by .2(.2 X 5 = 1, .2 X 8 = 1.6 = 2, .2 X 11 = 2.2 = 2) and 5 his points of real damage are scored upon the victim.

Dispel Magic (Abjuration)

Level: 4
Components: V, S
Range: 9"
Casting Time: 4 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 3" cube

Explanation/Description: This spell is essentially identical to the 3rd-level clerical spell of the same name. An illusionist casts the spell as if he or she were two levels below actual, i.e. a 9th-level illusionist casts a dispel magic as if he or she were of 7th level.

Rainbow Pattern (Alteration/Phantasm)

Level: 4
Components: S, M
Range: 1"
Casting Time: 4 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: 3" x 3" square area

Explanation/Description: By means of this spell the illusionist creates a pastel, glowing, rainbow-hued band of interplaying patterns. The effect is the same as a hypnotic pattern spell. However, once the rainbow pattern is cast, the illusionist need only gesture in the direction he or she desires, and the pattern of colors will move slowly off in that direction, at the rate of 3" per round. It will persist without further attention from the spell caster for 1-3 rounds, and all creatures (up to 24 levels or hit dice) subject to the dweomer will follow the moving rainbow of light. If the pattern leads its targets into a dangerous area (through flame, off a cliff), allow a second saving throw. If the view of the lights is completely blocked (by an obscurement spell, for instance), the spell is negated. The material components for the spell are a crystal prism and a piece of phosphor

Solid Fog (Alteration)

Level: 4
Components: V, S, M
Range: 3"
Casting Time: 4 segments
Duration: 2-8 rounds + 1/level
Saving Throw: None
Area of Effect: 2 cubic " per level of caster

Explanation/Description: When this spell is cast, the illusionist creates an area of fog similar to the effect of a wall of fog spell. However, while these rolling, billowing vapors conform to a wall of fog in most respects, only a very strong wind can move them, and any creature attempting to move through the solid fog will progress at a rate of but 1' per 1" of normal movement rate per round. A gust of wind spell cannot affect it. A fireball flame strike, or a wall off/re will burn it away in a single round. The material components for the spell are a pinch of dried, powdered peas combined with powdered animal hoof.

Vacancy (Alteration/Phantasm)

Level: 4
Components: V, S, M
Range: 1 "/level
Casting Time: 4 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 1" radius per level of caster

Explanation/Description: When a vacancy spell is cast, the illusionist causes an area to appear to be vacant, neglected, and unused. Those who behold the area will see dust on the floor, cobwebs, dirt, or any other condition which would be typical of a long-abandoned place. If they pass through the area of spell effect, they will seemingly leave tracks, tear away cobwebs, and so on. Unless they actually contact some object cloaked by the spell, the place will seem empty of what it actually contains. Merely brushing some invisible object will not cause the vacancy spell to be disturbed, and only forceful contact will allow any chance to note that all is not as it seems. The spell is a very powerful combination of advanced invisibility/illusion, but it can cloak only non-living things. Living things will not be invisible, but their presence does not otherwise disturb the spell. If forceful contact with a cloaked object occurs, those creatures subject to the dweomer will be able to penetrate the spell only if they discover several items which they cannot "see"; each is then entitled a saving throw versus spell. Failure indicates a belief that the objects only are invisible. A dispel illusion or dispel magic spell will remove the dweomer, so that the actual area can be viewed as it is in reality. True seeing, a gem of seeing, and similar effects can penetrate the deception, but detect invisibility cannot. The illusionist must have a square of finest black silk to effect this spell. This material component must be of not less than 100 gp value.

Ever-changing Self (Illusion/Phantasm)

Level: 4
Components: V, S
Range: Touch
Casting Time: 1 segment
Duration: 1 hour/level
Saving Throw: None
Area of Effect: One creature

This spell gives the spelicaster or a creature touched a physical appearance that slowly changes over the full duration of the illusion, The alterations In appearance can include shifts In facial feature, hair color, weight, clothing, and equipment. The creature's race can even be changed, though both the origInal and altered forms must be human, demi-human, or humanoid.

At the time of the casting, the spell-caster must decide what changes In form will occur - for instance, a fair-skinned, thin rogue could end up as a portly, bearded merchant. There can be more than one major shift during the duration of the spell, so a dwarf could shift into a gnome and then an elf during the span. If the spell has been cast upon a creature, the spelicaster does not need to be present after ever-changing self has been cast. Unwilling creatures get a save vs. spell to prevent the illusion from being cast upon them. If the save fails, a recipient might not be aware of his ever-changing self without looking into a mirror or consciously looking over his appearance.

Those seeing an ever-changing self do not get a chance to disbelieve the Illusion unless one of two conditions Is met: They are in constant sight of the Individual for at least one hour, or they are of high enough Hit Dice to have a chance to notice invisible creatures. In either case, a saving throw vs. spell reveals the true form of the Individual underneath a semi-transparent vision of the ever-changing self. Like change self however, this spell cannot be used to mimic a specific individual, and it does not convey any abilities of the altered form.

Lapse (Enchantment/Charm)

Level: 4
Components: V,S,M
Range: 0
Casting Time : 4 segments
Duration: Special
Saving Throw : Special
Area of Effect: 1 creature

Explanation/Description: This insidious spell is not cast direcfly upon its victim. Rather any small object or substance can receive the dweomer, which then delivers its magical charge to the first creature that touches it. Typical "triggers" would be a comb, a wine cup, a ring, a paving stone -any solid object of relatively small size. The first creature that touches the "trigger" is affected, with no saving throw allowed at that time. Nor does the recipient know it has been affected, though subsequent spells such as detect charm will discover something is amiss.

Once triggered, the spell causes a lapse in the victim's memorization of spells, to occur at some future time (an inconvenient time, the caster hopes, but there are no guarantees) - Whenever the recipient attempts to cast a memorized spell (as opposed to a spell read from a scroll or cast from a magical item), the lapse comes into effect. Any spell-caster, including magic-users, illusionists, clerics, druids, rangers, paladins, etc., can be so affected, and even monsters that cast spells as part of their normal set of abilities (certain dragons, liches, titans, etc.) are subject to this spell. Note that natural abilities concerning flight, breath weapons, and so forth are not affected.

When the victim prepares to cast a spell, he must make a saving throw vs. spells; failure indicates a malfunction of memory, during which time the spell-caster cannot think of any spells at all. Spells so "forgotten" are not lost, however; the lapse passes within 2-5 rounds, and the spell-casting victim may then cast spells normally. Of course, this spell is wasted if a fighter, barbarian, or other class using no spells becomes the spell's victim. Lapse has proved insidiously popular with assassins capable of spell-casting, when going after a spell-casting victim.

Making one's initial saving throw against this spell does not indicate the spell has failed, however. Once affected, the recipient keeps on making saving throws until a lapse occurs by failing one, whereupon the spell's duration expires. This spell is, of course, usually banned in areas frequented by spell-casters. A successful dispel magic eliminates this dweomer.

Percy's Perilous Plunge (Illusion/Phantasm)

Level: 4
Components: V,M
Range: 2"/Level
Casting Time: 4 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: Special

By means of this spell, the caster is able to create an illusory pit to open under the victim(s). The caster may create a pit of 5'/level in depth. He may alter the pit to any form involving a fall in to a "pit". The victim will actually trip and fall taking 1d6 for every 10' of the pit depth. The caster may opt to forfeit half the distance for the addition of spikes at the bottom of the pit. This will increase that damage to 1d8+1 per 10' + 2d10. He may further adjust the pit to place "poison" on the spikes by again halving the distance. Damage is now 1d10+2 per 10' + 4d10. He may also reduce the distance by 5' for each additional target effected by the spell. Spell components are a gem of at least 50GP value for the basic spell. Add a bit of powdered iron for "spikes". Add a drop of poison for the addition of "poison". All items are dropped while casting the spell and disappear after the spell. Save vs. Magic will negate the effects.

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