ILLUSIONIST SPELLS 7th Level


Alter Reality (Illusion/Phantasm, Conjuration/Summoning)

Level: 7
Components: Special
Range: Unlimited
Casting Time: Special
Duration: Special
Saving Throw: Special
Area of Effect: Special

Explanation/Description: The alter reality spell is similar to the seventh level magic-user limited wish spell (q.v.). In order so effect the magic fully, she illusionist must depict the enactment of the alteration of reality through the casting of a phantasmal farce, as well as verbalization in a limited farm, before the spell goes into action.

Astral Spell (Alteration)

Level: 7
Components: V, S
Range: Touch
Casting Time: 3 turns
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is the same as the seventh level cleric spell, astral spell (q.v.).

Prismatic Spray (Abjuration, Conjuration/Summoning)

Level: 7
Components: V, S
Range: 0
Casting Time: 7segments
Duration: Instantaneous
Saving Throw: Special
Area of Effect: 7" long plane, 1 1/2" wide at end, 1/2" wide at base

Explanation/Description: When this spell is cast, the illusionist causes 7 rays of the prismatic sphere spell (q.v.) to spring from his or her hand. Any creature in the area of effect will be touched by 1 or more of she rays. To determine which ray strikes the concerned creature, roll an eight-sided die:

1 = red
2 = orange
3 = yellow
4 = green
5 = blue
6 = indigo
7 = violet
8 = struck by 2 rays, roll again twice ignoring any 8's

Saving throws apply only with respect to those prismatic color rays which call for such.

Prismatic Wall (Abjuration, Conjuration/Summoning)

Level: 7
Components: V, S
Range: 1"
Casting Ti me: 7 Segments

Duration: 1 turn/level
Saving Throw: Special
Area of Effect: Special

Explanation/Description: The prismatic wall spell is similar to the prismatic sphere spell (q.v.). It differs only in that the spell creates a wall, or curtain, of scintillating colors, The wall is of maximum proportions of 4' wide per level of experience of the spell caster and 2' high per level of experience.

Vision (Divination)

Level: 7
Components: V, S, M
Range: 0
Casting Time: 7segments
Duration: Special
Saving Throw: None
Area of Effect: The Illusionist

Explanation/Description: As such time as the illusionist wishes so gain supernatural guidance, he or she casts a vision spell, calling upon whatever power he or she desires aid from, and asking the question for which a vision is so be given to answer. Two six-sided dice are rolled. If they total 2 to 6, she power is annoyed and will cause she illusionist, by ultra-powerful geas or quest, so do some service, and no question will be answered. If the dice total 7 to 9, the power is indifferent, and some minor vision, possibly unrelated to the question, will be given. A score of 10 or better indicates the vision is granted. Note that the material component of the spell is the sacrifice of something valued by the spell caster and/or by the power supplicated. The more precious the sacrifice, the better the chance of spell success, for a very precious item will give a bonus of +1 on the dice, one that is extremely precious will add +2, and a priceless/nonesuch will add +3.

First Level Magic-user Spells

Level: 7
Components: *
Range: *
Casting Time: *
Duration: *
Saving Throw: *
Area of Effect: *

*As appropriate to the spell in question

Explanation/Description: The illusionist gains four of the following first level magic-user spells at the 14th level of experience and an additional one as each additional level of experience is gained. The spells are:

Affect Normal FiresMendingBurning HandsMessage
Charm PersonNystul's Magic AuraComprehend LanguagesProtection from Evil
EnlargeRead MagicEraseShield
Feather FallShocking GraspFriendsSleep
Hold PortalTenser's Floating DiscMagic MissileUnseen Servant

The illusionist may learn any spell or spells from the preceding list. He or she must seek the spells in the same manner as a magic-user. If the illusionist chooses to take this "spell', he or she actually takes four or more first level magic-user spells as a seventh level spell.

Shadow Walk (Illusion - Enchantment)

Level: 7
Components: V, S
Range: Touch
Casting Time: 1 segment
Duration: 6 turns/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: In order to effectuate a shadow walk spell, the illusionist must be in an area of heavy shadows. The caster and any creatures he or she touches will then be transported to the edge of the Prime Material Plane where it borders the Plane of Shadow. In this region the illusionist can move at a relative rate of up to 7 leagues per turn, moving normally on the borders of the Plane of Shadow but aware of his or her position relative to the Prime Material Plane. Thus, rapid travel can be accomplished by stepping from the Plane of Shadow to the Prime Material Plane, with the destination controlled by the illusionist. The shadow walk spell can also be used to travel to other planes which border on the Plane of Shadow, but this requires a rather perilous transit of the Plane of Shadow to arrive at a border with another plane of reality. Any creatures touched by the illusionist when shadow walk is cast will also make the transition to the borders of the Plane of Shadow. They may opt to follow the illusionist, wander off into Shadowland, or stumble back onto the Prime Material Plane (500* chance for either result if they are lost or abandoned by the illusionist). Creatures unwilling to accompany the illusionist into the Plane of Shadow get a saving throw, negating the effect if made.

Weird (Evocation - Illusion/Phantasm)

Level: 7
Components: V, S
Range: 3"
Casting Time: 7 segments
Duration: Special
Saving Throw: Special
Area of Effect: 2"radius

Explanation/Description: When this spell is cast the illusionist must be able to converse with the subject or subjects to bring the dweomer into being. During the casting, the illusionist must call out to the subject or subjects, informing one or all that their final fate, indeed their doom, now is upon them. The force of the magic is such that even if the subject or subjects make their saving throw, fear will paralyze them for a full 7 segments, and they will lose from 1-4 strength points from this fear, although the lost strength will return in 7 rounds. Failure to save versus spell will cause the subject or subjects to face their nemesis, the opponent(s) most feared and inimical to them. Actual combat must then take place, for no magical means of escape will be possible. The foe fought is real for all intents and purposes. If the subject or subjects lose, then death occurs. If the weird caused by the dweomer is slain, then the subject or subjects emerge with no damage. no loss of items seemingly used in the combat, and no loss of spells likewise seemingly expended. The characters gain experience for defeating the weird if applicable. Although each round of combat seems normal, it takes but 1 segment of real time. During the course of the spell, the illusionist must concentrate fully upon maintaining it.

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Bob Senkewicz / Howell, New Jersey /