ILLUSIONIST SPELLS 5th Level


Chaos (Enchantment/Charm)

Level: 5
Components: V, S, M
Range: 1/2"/level
Casting Time: 5 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: up to 4" X 4"

Explanation/Description: This spell is similar to the seventh level druid confusion spell (q.v.), but all creatures in she area of effect are confused for she duration of the spell. Only fighters other than paladins or rangers and illusionists are able so combos the spell effects and are thus allowed a saving throw. Similarly, monsters which do not employ magic and hove intelligences of 4 (semi-intelligent) or less are entitled to saving throws.

The material component for this spell is a small disc of bronze and a small rod of iron.

Demi-Shadow Monsters (Illusion/Phantasm)

Level: 5
Components: V, S
Range: 3"
Casting Time: 5 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 2" X 2"

Explanation/Description: This spell is similar so the fourth level spell, shadow monsters, except that the monsters creased are of 40% hit points. Damage potential is 40% of normal, and they are armor class 8.

Major Creation (Alteration)

Level: 5
Components: V, S, M
Range: 1"
Casting Time: 1 turn
Duration: 6 turns/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is comparable to a minor creation spell (q.v.) except shot is allows the illusionist to create mineral objects. If vegetable objects are created, they have a duration of 12 turns per level of experience of the spell caster.

Maze (Conjuration/Summoning)

Level: 5
Components: V, S
Range: 1/2"/level
Casting Time: 5 segments
Duration: Special
Saving Throw: None
Area of Effect: One Creature

Explanation/Description: This spell, except as noted above, is the same as the eighth level magic-user maze spell (q.v.).

Projected Image (Alteration, Illusion/Phantasm)

Level: 5
Components: V, S, M
Range: 1/2"/Ievel
Casting Time: 5 segments
Area of Effect: Special
Saving Throw: None

Explanation/Description: Except as shown above, this spell is the same as the sixth level magic-user spell project image (q.v.).

Shadow Door (Illusion/Phantasm)

Level: 5
Components: S
Range: 1"
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: By means of this spell, the illusionist creates the illusion of a door. The illusion also permits the illusionist to appear to step through this "door" and disappear, when in reality he or she has darted aside, and can then flee totally invisible far the spell duration. Creatures viewing this are deluded into seeing/entering an empty 10' x 10' room if they open the "door". Only a true seeing spell, a gem of seeing, or similar magical means will discover the illusionist.

Shadow Magic (Illusion/Phantasm)

Level: 5
Components: V, S
Range: 5" + 1"/Ievel
Casting Time: 5 segments
Duration: Special
Saving Throw: Special
Area of Effect: Special

Explanation/Description: The shadow magic spell allows the illusionist to cast a quasi-real magic-user spell. This spell can be magic missile, fireball, lightning bolt, or cone of cold and will have normal effects upon creatures in the area of effect if they fail so make their saving throws, If saving throws are made, the shadow magic spell will inflict but 1 hit point of damage per level of experience of the illusionist casting it, regardless of which quasi-real spell was cast.

Summon Shadow (Conjuration/Summoning)

Level: 5
Components: V, S, M
Range: 1"
Casting Time: 5 segments
Duration: 1 round + 1 round/level
Saving Throw: None
Area of Effect: 1" X 1"

Explanation/Description: When this spell is cast, the illusionist conjures up 1 shadow (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) for every three levels of experience he or she has attained. These monsters are under the control of the spell caster and will attack his or her enemies on command. The shadows will remain until slain or turned or the spell duration expires. The material component for this spell is a bit of smoky quartz.

Advanced Illusion (Illusion/Phantasm)

Level: 5
Components: V, S, M
Range: 6" + 1 "/level
Casting Time: 5 segments
Duration: 1 round/level
Saving Throw: Spec/al
Area of Effect: 4 square " + 1 square "per level

Explanation/Description: This spell is essentially a spectral forces spell which operates through a program (similar to a programmed illusion spell) determined by the caster. It is thus unnecessary for the illusionist to concentrate on the spell for longer than 5 segments after casting it, as the program has then been started and will continue. The illusion has visual, full audial, olfactory, and thermal components. If any viewer actively attempts to disbelieve the dweomer, then he or she gains a saving throw versus spell. If any viewer successfully disbelieves and communicates this fact to other viewers able to comprehend the communication, each such viewer gains a saving throw versus spell with a + 4 bonus. The material components are a bit of fleece and several grains of sand.

Dream (Alteration - Illusion/Phantasm)

Level: 5
Components: Special
Range: Special
Casting Time: 1 day
Duration: Special
Saving Throw: Neg.
Area of Effect: Special

Explanation/Description: A dream spell is a form of limited wish, but it has far more limited scope. The illusionist must actually find a comfortable place to rest, lie prone, compose his or her thoughts so as to concentrate upon the desired result, and then go to sleep. If he or she has an undisturbed sleep of not less than 8 hours duration, the dream magic will be effectuated 1 to 12 hours thereafter Typical things which can be brought about by a dream are:

* Recovery of an individual's lost hit points
* Restoration of a body member such as a hand or foot
* Success in locating some object not heavily guarded by magic wards and protections
* Discovery of a means of ingress or egress
* Location of a safe path through a wilderness
* Improvement of chances for gaining a rich treasure
* Approximate strength of enemy/opponent forces.

Note: If a creature scried by this effect has 7+ or more hit dice, it may make a saving throw versus spell. If successful, it will be undetected by the dream, and might furthermore sense the illusionist as if detecting invisible.

It must be noted that a dream is not an ultra-powerful spell, and the results of its casting must be strictly limited. The guide given above denotes the maximum capability of the casting of a dream spell. Results will never exceed these parameters on a permanent basis. If, for example, a dead companion, slain in a recent battle, were dreamed alive, he or she would remain living for but 1 turn per level of experience of the illusionist casting the spell. Thereafter, the dweomer would disappear, the companion would return to his or her previous state, and a more permanent form of magic would be needed to allow the lost individual to actually live fully again.

A dream cannot be affected by an extension or permanency spell. The illusionist can use this spell but once per week. If it is cast twice within the same week, the spell will absolutely fail the second time and the illusionist will age from 1-10 years.

Magic Mirror (Enchantment - Divination)

Level: 5
Components: V, S, M
Range: Touch
Casting Time: 1 hour
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is virtually the same as the 4th-level magic-user spell of the same name. It uses the same material components, except that if the illusionist casts a vision spell in place of the normal material components, the mirror will scry properly, although the vision spell will not function normally.

Tempus Fugit (Illusion/Phantasm) Reversible

Level: 5
Components: V, S
Range: 0
Casting Time: 5 segments
Duration: 5 turns/level
Saving Throw: None
Area of Effect: 1 " radius

Explanation/Description: This powerful illusion affects the minds and bodies of all those within the area of effect. The spell causes those affected to perceive the passage of time in a much faster manner. Those entering this area after the casting is completed are similarly affected. Every turn (10 minutes) spent under the tempus fugit spell seems like a full hour to those within its dweomer. 8ecause of this, all functions of affected individuals are speeded up accordingly. They must eat, sleep, and so forth according to an accelerated rate. The duration of other spells cast within the tempus fugit area is also sped up accordingly. One hour is as six to them, four hours a full day. This acceleration of time allows rest, renewal of spells, and recovery of hit points lost.

If desired, the spell caster can reverse the spell so that time is slowed for the individuals: An hour will seem as only a turn, a day merely four hours. Reversal requires no special preparation. In either case, the illusionist is also affected by the spell. Under the reverse, the effects will always last at least one turn after the caster desires its dispelling, because his or her reactions are so greatly slowed.

Anesthesia (Enchantment/Charm)

Level: 5
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: Special
Saving Throw: 1/2
Area of Effect: 1 creature

Explanation/Description: By means of this spell, the illusionist renders the recipient unconscious and insensate for a period of time. Duration is two rounds per level of the caster minus the hit dice or level of the recipient. Thus, a 10th-level illusionist casting this spell on a 15th-level fighter would be able to anaesthetize the fighter for five rounds ((2 )( 10) - 15 = 5). An affected creature must roll a saving throw, which decreases duration by one half if successful (2 1/2 rounds in the example above). While anesthesia has obvious benefits for medieval surgery, it has other properties which make it more interesting in game terms. Its greatest asset is that it adds a +10% to system-shock survival rolls while the recipient is anesthetized, and it reduces saving throws in general by -4. This makes it easier to perform certain magical operations upon the recipient, with less worry over killing it in the process. The spell's greatest liability is that the -4 saving-throw penalty endures beyond the expiration of the anesthesia for 20 rounds minus the hit dice or level of the recipient. In terms of combat, an anesthetized creature may be killed automatically by any opponent without even rolling to hit. Only living creatures susceptible to charm spells are subject to the spell's effects (undead, golems, etc., are unaffected). The recipient's magical attack adjustment or resistance to charm spells may affect the saving throw. The material component is a poppy flower.

Mind-Control Invisibility (Enchantment/Charm)

Level: 5
Components: V, S
Range: 0
Casting Time: 4 segments
Duration: 2 rounds/level
Saving Throw: Neg.
Area of Effect: 4" radius of caster

Explanation/Description: This spell affects the minds of one character or creature per level of the caster (all of which are chosen by the caster) within a 4" radius of his location. It causes the caster (and only him) to become visually undetectable by the victims. No matter what means are used to locate him, the minds of the victims will not believe the caster is there. Note that only creatures within 4" of the caster are so affected; the mind control is broken if movement takes the caster and viewer more than 4" away from each other. The caster can attack a character or creature affected by the spell, and the defender can only attempt a futile defense; shield and dexterity adjustments are not counted on any blow. Victims may believe some arcane spirit or other aberration is attacking them.

All whom the caster intends to affect by the spell are allowed a saving throw versus spell at -2 (plus any wisdom bonus or penalty) to escape the mind control attempt. Dispel magic will negate the spell if successfully cast against the level of magic at which the mind-control invisibility was cast. Deteet charm will pick out those people under this spell's effects.

Physical Invisibility (Alteration)

Level: 5
Components: V, S, M
Range: Touch
Casting Time: 4 segments
Duration: 5 rounds/level
Saving Throw: Special
Area of Effect: Creature touched

Explanation/Description: This spell causes the recipient to vanish from sight and not be detectable by normal vision or infravision. The spell works similarly to dust of disappearance, which is described in the Dungeon Masters Guide. It bends the light waves in the immediate vicinity of the recipient so that no light from his body escapes; therefore, he becomes invisible. The invisible creature is not magically silenced with respect to noise, nor are his smells or tracks masked.

Dust of appearance or a successful casting of dispel magic will negate this spell. Dispel illusion or detect invisibility will have no effect on this spell. True seeing or a similar power will allow its caster to see the invisible person for as long as the true sight is in effect. Any character may have a chance to detect the invisible object or creature, but if the invisible object moves or is moved, successful detection attempts must be made in each end every round to keep from losing track of it again, because physical invisibility is not permanently negated (for that viewer) by a successful detection attempt.

The spell remains in effect until it is magically broken or dispelled, or until the duration expires. The recipient of the spell may cause damage or take damage without negating the magic. As with other types of invisibility, attacks against the recipient are at -4 "to hit" in addition to any other bonuses or penalties that apply. The material components of the spell are a prism and a small mirror.

Transfer Spell

Level: 5
Components: V,S
Range: touch
Casting Time: varies
Area of Effect: individual

Explanation/Description: Except as noted above, this spell is identical to the 4th level magic-user transfer spell.

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