ILLUSIONIST SPELLS 6th Level


Conjure Animals (Conjuration/Summoning)

Level: 6
Components: V, S
Range: 3"
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: Except as shown above, this spell is the same as the sixth level cleric spell, conjure animals (q.v.).

Demi-Shadow Magic (Illusion/Phantasm)

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

Explanation/Description: This spell is similar to she fifth level shadow magic spell (q.v.), but in addition to she quasi-real spells listed there under it enables the illusionist so cast a quasi-real wall of fire, wall of ice, or cloudkill. If recognized as demi-shadow magic (the victim makes its saving throw), the magic missile, fireball, et al. do 2 hit points of damage per level of experience of she spell caster, the wall spells cause 1-4 hit points of damage per level, and the cloudkill will slay only creatures with fewer than 2 hit dice.

Mass Suggestion (Enchantment/Charm)

Level: 6
Components: V, M
Range: 3"
Casting Time: 6 segments
Duration: 4 turns + 4 turns/level
Saving Throw: Neg.
Area of Effect: One creature/level

Explanation/Description: This spell is the same as the third level suggestion spell, except that the illusionist is able to cast the spell upon mare than one subject, provided the prospective recipients of the suggestion are within the 3" range. One creature per level of experience she spell caster has attained can be affected. If only one creature is she subject, its saving throw is as -2. The suggestion must be the same for all hearing it.

Permanent illusion (Illusion/Phantasm)

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

Explanation/Description: This spell creates a lasting spectral force (q.v.) which requires no concentration. It is subject to dispel magic, of course.

Programmed illusion (Illusion/Phantasm)

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

Explanation/Description: By means of this spell, the illusionist sets up a spectral forces spell (q.v.) which will activate upon command or when a specified condition occurs (cf. magic mouth). The illusion will last for a maximum of 1 round per level of the spell caster.

Shades (Illusion/Phantasm)

Level: 6
Components: V, S
Range: 3"
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 2"X 2"

Explanation/Description: This spell is related to shadow monsters and demi-shadow monsters (qq.v.), but the monsters created are of 60% hit points and damage potential and are of armor class 6.

True Sight (Divination)

Level: 6
Components: V, S
Range: Touch
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: None
Area of Effect: 6" light range

Explanation/Description: This spell is very like the fifth level cleric spell, true seeing (q.v.). However, while the true sight spell allows she illusionist to see its actual or farmer form, is does not allow determination of alignment.

Veil (Illusion/Phantasm)

Level: 6
Components: V, S
Range: 1"/level
Casting Time: 3 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 2"X 2"/Ievel

Explanation/Description: The veil spell enables the illusionist to instantly change the appearance of his or her surroundings and/or party or create hallucinatory terrain (q.v.) so as so fool even she most clever creatures unless they have true seeing/sight, a gem of seeing, or similar magical aid. The veil can make a sumptuous roam seem a filthy den and even touch will conform so she visual illusion. If hallucinatory terrain is created, touch will not cause is so vanish.

Death Fog (Alteration - Evocation)

Level: 6
Components: V, S, M
Range: 3"
Casting Time: 6 segments
Duration: 1-4 rounds + 1/level
Saving Throw: None
Area of Effect: 2 cubic "per level of caster

Explanation/Description: The casting of a death fog spell creates an area of solid fog which has the additional property of being highly acidic. The vapors are deadly to living things, so that vegetation exposed to them will die - grass and similar small plants in 2 rounds, bushes and shrubs in 4, small trees in 8, and large trees in 16 rounds. Animal life not immune to acid will suffer damage according to the length of time it is exposed to the vapors of a death fog:

1st round: 1 point
2nd round: 2 points
3rd round: 4 points
4th & each succeeding round: 8 points

The characteristics of a death fog are otherwise the same as a solid fog. The material components are a pinch of dried and powdered peas, powdered animal hoof, and strong acid of any sort (including highly distilled vinegar or acid crystals).

Mislead (Illusion/Phantasm)

Level: 6
Components: S
Range: 1"
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When a mislead spell is cast by the illusionist, he or she actually creates a phantasmal double at the same time that he or she is cloaked by improved invisibility magic. The illusionist is then free to go elsewhere while his or her phantasm seemingly moves away. The spell allows the phantasm of the illusionist to speak and gesture as if it were real, and there are full olfactory and touch components as well. A detect illusion, true seeing or true sight spell, or a gem of seeing, will reveal the illusion for what it is, and a detect in visibility true sight, or true seeing spell, or a gem of seeing or robe of eyes, can detect the invisible illusionist (cf. shadow door).

Phantasmagoria (Illusion/Phantasm)

Level: 6
Components: V, S
Range: 6"
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: 4 square " + 1 square "per level of caster

Explanation/Description: By means of this spell, the illusionist prepares a special form of spectral farces spell which is triggered by some special action. The phantasmagoria typically includes a full visual, audial, olfactory, and touch illusion which involves falling, sliding, or moving rapidly The effect can be aimed at making the subjects believe that they are so doing or that something else is doing so. For example, the phantasmagoria may be triggered when falling into a pit, reaching the center of an area, opening a door, or performing some like action. The subject(s) will then believe that the fall continues for scores of feet; that a pit has opened and that they are helplessly sliding down into an unknown area; that a wall of water is rushing down from the area beyond the just-opened door, or whatever. Note that unlike the programmed illusion spell, the phantasmagoria spell must always involve the illusion of something falling or rushing, or a dwindling perspective.

Mirage Arcane (Illusion/Phantasm - Alteration)

Level: 6
Components: V, S (M optional)
Range: 1 "/level
Casting Time: 3 or 6 segments
Duration: Special
Saving Throw: None
Area of Effect: 1 "per level radius

Explanation/Description: The dweomer of this spell is similar to that of the vacancy spell, only it is more powerful and elaborate. Mirage arcane is also similar to the mirage cantrip. The spell enables the caster to make an area appear to be something other than it is. The illusionist is able to make it appear as whatever he or she envisions. The spell will remain as long as the caster maintains a faint concentration upon it, and even after this is no longer held the spell will persist for a total of S turns plus 1 additional turn for each experience level of the caster (Note: Faint concentration can be maintained during normal conversation but not while spell casting, in melee, or if harmed by an attack.) In all cases the mirage arcane must be of some place the illusionist has actually seen personally. If he or she actually has a small bit of anything connected with the place envisioned to create this spell, then it takes on a form of reality. In its basic form, where casting time is but 3 segments, forceful contact and tactile discovery are necessary to have any hope of discovering the magic, short of a detection device or spell. In its more complex form, where a material component is used, and 6 segments of casting time are expended, detection is possible only by some magical means, whether device, item, or spell. Either form of mirage arcane is subject to dispel illusion or dispel magic. As with all powerful illusions, the mind of the beholder will cause appropriate effects upon the viewer's body. Conversely, belief cannot usually affect the laws of nature and magic. However, under the influence of this spell, the viewer could possibly walk across a bed of hot coals thinking it was a shallow stream of water which was cooling his feet (and taking no damage), dine upon imaginary food and actually be nutritionally satisfied, or rest comfortably upon a bed of sharp stones, thinking it to be a featherbed. Gravity, for instance, is not affected by the dweomer, so that an envisioned bridge spanning a deep chasm will not support the believer. Those who may be there to witness the event will see it as a sudden disappearance of the individual. They will in no way connect it with an illusion unless they are otherwise aware of some magic at work.

Seizure (Enchantment/Charm, Lllusion/ Phantasm)

Level: 6
Components: V,S,M or V,S
Range: 0 or touch
Casting Time : 4 segments
Duration: Special
Saving Throw : Special or neg
Area of Effect: 1 creature

Explanation/Description: Like the lapse spell, above, this spell can be cast upon a trigger object, which then delivers the spell's potential to the first creature that touches it. Saving throws for the seizure follow the same pattern as for a lapse: repeated saving throws until a failure occurs. In case of a seizure, a saving throw is rolled at the start of every round of melee combat in which the victim is involved. Note that the mental attack adjustment for superior or inferior wisdom affects this saving throw.

The recipient of this spell does not know that it has a seizure lying in wait, although a detect charm would notice the spell's aura on the recipient. However, the illusionist can also cast this spell in an immediate form by touching the recipient, in which case there is no material component. The recipient then gets one saving throw vs. the spell, and either has an immediate seizure (failed saving throw) or the spell is wasted (successful saving throw).

The effects of a seizure upon the recipient cause him to collapse in fits, thrashing wildly about while making choking noises and strangled cries. The body quivers and contorts. This lasts for 2-5 rounds, ending in one round of the victim being stiff in a state of rigor, followed by 2-5 rounds of unconsciousness. The victim is virtually helpless for 3-18 rounds after regaining consciousness, and is unable to fight or engage in spell-casting or strenuous activity. Thereafter, the victim is able to react normally, though with a -2 on saving throws, attacks, and defense for 5-20 rounds more (with a 10% chance of spell failure when casting any spell during that time).

While thrashing about, the victim takes 1-4 hp of damage per round unless restrained. The victim strikes aimlessly at his restrainers with all limbs, inflicting no damage except to those with AC 9 or AC 10 (50% chance of 1 hp damage per round). In the one round of rigor, the victim must save vs. death magic at + 2 or choke, dying 1-3 rounds later, unless someone is nearby who can prevent the choking with simple aid. The final result of a seizure is a temporary loss of 1-4 points of strength and constitution, which are recovered at a rate of 1 point each per day (no system shock roll is required).

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