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Illusionist Spells.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 44 posts
Wed 4 Oct 2017
at 13:27
  • msg #1

Illusionist Spells

Level 1

Change Self
Range: 0'
Duration: 1 turn
Effect: Create illusory disguise
The illusionist takes on an illusory disguise of any human, demi-human, or humanoid form desired of roughly the same size as the caster (up to 1' taller or shorter, fat or thin, male or female, etc.). The disguise is perfect, unless the illusionist does something out of character.

Detect Magic
Range: 0
Duration: 2 turns
Effect: Everything within 60’
The illusionist sees magical objects, creatures, and places within range glow.

Faerie Fire
Range: 60’
Duration: 1 round per level
Effect: Illuminates creatures or objects
Creatures or objects become outlined with a pale, flickering greenish light. Attacks against outlined creatures or objects gain a +2 bonus to Hit rolls. 1 man-sized creature can be outlined for every 3 levels. At 10th level, 1 dragon-sized, 2 horse-sized, or 4 man-sized creatures could be outlined.

Light*
Range: 120’
Duration: 12 turns
Effect: Volume of 30’ diameter
A large ball of light appears, as if a bright torch were lit. If cast on an object, the light moves with the object. If cast at a creature’s eyes, the creature must Save vs. Spells or be blinded. A blinded creature may not attack.
The reverse, darkness, creates a circle of darkness 30‘ in diameter. It will block all sight except infravision. It may be cast at a creature's eyes.

Phantasmal Force
Range: 240
Duration: Concentration
Effect: A volume 20’ x 20’ x 20’
The illusionist creates an illusion. If the illusion does not attack, it disappears when touched. If creating a monster, it is AC 11 and disappears when hit. If used to attack, the victim saves vs. spells or believes the attack to be real. “Slain” victims fall unconscious for ld4 turns.

Read Languages
Range: 0
Duration: 2 turns
Effect: The illusionist only
The illusionist can read, not speak, any unknown languages or codes, including treasure maps, secret symbols, and so forth.

Read Magic
Range: 0
Duration: 1 turn
Effect: The illusionist only
The illusionist can read any magical words or runes, such as those found on magic scrolls. Unfamiliar magic script cannot be read without this spell. Once an illusionist reads a scroll or runes with this spell, that magic can be read or spoken later without using a spell.

Ventriloquism
Range: 60’
Duration: 2 turns
Effect: One item or location
The illusionist can make the sound of his or her voice to come from somewhere else, such as a statue, animal, dark corner, and so forth.
Dungeon Master
GM, 45 posts
Wed 4 Oct 2017
at 13:29
  • msg #2

Illusionist Spells

Level 2

Audible Glamour
Range: 60'
Duration: 1 turn per three levels
Effect: Creates illusory sounds
The caster makes sounds appear to come from anywhere within the range. The sounds may appear to be approaching, receding, or motionless, as desired. Any sound may be created, but the maximum volume of the noise cannot exceed that made by 4 men per level of the caster. The caster need not concentrate to maintain the sounds.

Detect Invisible
Range: 10’ per level
Duration: 6 turns
Effect: The illusionist only
See all invisible creatures and objects in range.

Improved Phantasmal Force
Range: 240'
Duration: Concentration (see below)
Effect: A 20' cubic volume
As phantasmal force, but it may contain visual and audio elements. The caster needs only minimal concentration to maintain the illusion. Other spells may be cast without disrupting the illusion. Damage or a failed save disrupts the illusion.

Invisibility
Range: 240’
Duration: Permanent until broken
Effect: One creature or object
One creature, with all items, becomes invisible until it attacks or casts a spell. Items become visible again if they leave the target's possession.

Mirror Image
Range: 0
Duration: 6 turns
Effect: The illusionist only
ld4 illusions which look and act exactly like the illusionist appear. Attacks on the illusionist first strike images, causing the image to disappear.

Obscure
Range: 0
Duration: 1 turn per level
Effect: Creates a huge misty cloud
A cloud 1' high and 10' across per level of the illusionist appears. The caster, and all creatures able to see invisible things, see dimly through it. All others within the cloud are delayed and confused.

Protection from Evil
Range: 0
Duration: 12 turns
Effect: The illusionist only
An invisible magical barrier forms around the illusionist’s body, penalizes attacks by -1 to their Hit rolls, the illusionist gains a +1 bonus to all Saving Throws, and “enchanted” creatures cannot touch the illusionist. Ranged attacks and spells may be used. If the illusionist attacks, enchanted creatures are then able to touch the illusionist, but the Hit roll and Saving Throw adjustments still apply.

Silence 15‘ Radius
Range: 180‘
Duration: 12 turns
Effect: Sphere of silence 30' across
The area affected is silent, but sounds from outside the area can be heard. If cast on a creature, save vs. spells avoids the effect moving with the target.
Dungeon Master
GM, 46 posts
Wed 4 Oct 2017
at 13:31
  • msg #3

Illusionist Spells

Level 3

Continual Light*
Range: 120’
Duration: Permanent
Effect: Sphere of light 60’ across
As light, but as bright as daylight and permanent. Creatures with daylight penalties suffer them.
The reverse, continual darkness, as darkness but permanent, and infravision cannot penetrate it.


Dispel Magic
Range: 120’
Duration: Permanent
Effect: Destroys spells in a 20’ cube
Magic effects in a 20' cube area end. Magic items are unaffected. Spells created by a higher level caster have a 5% chance/level difference to remain.

Hypnosis
Range: 30'
Duration: 1 round/level
Effect: Up to 6 creatures
Up to 6 intelligent living creatures fall into a hypnotic state unless they Save vs. Spells. Victims may defend themselves, but take no actions. The illusionist may plant a suggestion in the mind of each victim. Reasonable suggestions that do not conflict with the creature's beliefs succeed automatically. Otherwise, the victim gets a second Save to resist the suggestion. If the suggestion is ridiculous or obviously harmful to the victim, failure is automatic. The suggestion may remain in the victim's mind for months (as per charm person).

Infravision
Range: Touch
Duration: 1 day
Effect: One living creature
The recipient can see in the dark, to a 60’ range.

Invisibility 10‘ radius
Range: 120‘
Duration: Permanent until broken
Effect: All creatures within 10’
As invisibility, affecting all within 10'.

Mirror Image 10' Radius
Range: 10'
Duration: 6 turns
Effect: 1-4 images per affected person
As mirror image, except that the caster and all humans, demi-humans and humanoids within 10' at the time of casting gain duplicate images.

Nightmare
Range: 120'
Duration: 2 turns
Effect: 1 creature per level
A shadowy phantasm menaces creatures. Creatures that see this phantasm must Save vs. Spells or flee in fear for 2 turns. Once the total number of creatures have viewed the phantasm, it disappears.

Spectral Force
Range: 240'
Duration: 1 turn
Effect: A 20' cubic volume
As phantasmal force, except that the caster need not concentrate to maintain the illusion. The illusion may contain visual, audio and thermal elements.
Dungeon Master
GM, 47 posts
Wed 4 Oct 2017
at 13:35
  • msg #4

Illusionist Spells

Level 4

Confusion
Range: 120‘
Duration: 12 rounds
Effect: 3-18 creatures in an area 60’ across
Creatures in a 30’ radius become confused. Victims with 2+1 or more HD may save vs. spells every round, or act randomly (roll 2d6):
2-5Attack the spell caster’s party
6-8Do nothing/random nonthreatening action
9- 12Attack the creature’s own party

Dimension Door
Range: 10’
Duration: 1 round
Effect: Safely transports one creature
1 creature teleports to any place up to 360’ away. Distance and direction may be selected if a location is not known. Victims may save vs. spells to avoid.


Hallucinatory Terrain
Range: 240’
Duration: Special
Effect: Changes or hides terrain
Creates an illusion of terrain or a structure, in or out doors, hiding the real features.  Permanent until touched by an intelligent creature.

Improved Invisibility
Range: 0'
Duration: 1 round/level
Effect: Creature touched
As invisibility, except that the spell is not broken if the recipient attacks.

Massmorph
Range: 240’
Duration: Permanent until dismissed
Effect: Causes illusion of trees
Up to 100 willing humanoids appear to be trees. Larger creatures count as 2 or more men each. Each target returns to normal if they leave the area.

Phantasmal Killer
Range: 60'
Duration: 1 round/level
Effect: 1 creature
An illusion of the target's most feared creature or enemy appears, which only the victim and the illusionist see. Phantasmal killer attacks the victim once each round of the spell, as a 4 HD monster. If it scores a hit, the victim dies of fright unless a Save vs. Death Ray is made.

Protection from Evil 10’ Radius
Range: 0
Duration: 12 turns
Effect: Barrier 20’ diameter
An invisible magical barrier forms 10' away from the caster. Each creature within the barrier gains the benefits of protection from evil.

Shadow Monsters
Range: 30'
Duration: 1 turn
Effect: 20'x20' area
A phantasm of a creature or creatures with total HD equal to the level of the caster appear. Creatures attacked by the phantasms must Save vs. Spells. If they fail, the phantasm attacks them as if it were the creature it appears to be (AC, hit dice, average hit points per hit die, rolls normal damage, but no special abilities may be used). If the save succeeds, the creatures are AC 11, have minimum hit points and do minimum damage.
Dungeon Master
GM, 48 posts
Wed 4 Oct 2017
at 13:37
  • msg #5

Illusionist Spells

Level 5

Feeblemind
Range: 240’
Duration: Permanent until dispelled
Effect: Lowers Intelligence score to 2
an illusionist, bard, illusionist, or spell-casting creature's Intelligence is reduced to 2, preventing more than instinctive actions. Dispel magic or cureall are the only ways to restore the victim.

Mass Hypnosis
Range: 30'
Duration: 1 round/level
Effect: All creatures in range
As hypnosis, but all creatures within range are affected.

Mass Mirror Image
Range: 30'
Duration: 6 turns
Effect: All creatures within 30'
As mirror image, but the caster and all creatures within 30' gain 1d4 illusory images (a rider and mount count as one creature).

Nightmare Monsters
Range: 30'
Duration: 1 turn
Effect: 20'x20' area
As shadow monsters, but the creatures have maximum hit points and use special abilities if the Save is failed, and have average hit points, AC 16, and deal ½ damage if the Save succeeds.

Programmed Illusion
Range: 240'
Duration: Special
Effect: A 20' cubic volume
As spectral force, but the illusion comes into creation when a trigger, set by the caster, is completed.  Once triggered, the illusion lasts 1 round per level of the caster.  The spell remains until triggered.  The illusion may contain visual, audio, thermal, and texture elements.

Projected Image
Range: 240’
Duration: 6 turns
Effect: Creates one image
A perfect illusion of the caster appears with no need to concentrate. Spells cast seem to come from the illusion, which is only destroyed by a melee hit.

Shadow Magic
Range: 120'
Duration: Instantaneous
Effect: Mimic 1 attack spell
An illusory magic missile, fire ball, lightning bolt, or ice storm is created, dealing 1d6 damage per level or 1d6+1 per missile (as an illusionist of equal level) to all creatures within the area of effect. Creatures that Save vs. Spells only take 1 point of damage per level of the caster/missile. A shield spell will not block shadow magic missiles.

Truesight
Range: 0
Duration: 1 turn + 1 round per level of caster.
Effect: Reveals all things
The illusionist clearly sees all hidden, invisible, and ethereal objects and creatures, including secret doors within 120’. Anything not in their true form (polymorphed, etc.) are seen as they truly are.
Dungeon Master
GM, 49 posts
Wed 4 Oct 2017
at 13:43
  • msg #6

Illusionist Spells

Level 6

Anti-Magic Shell
Range: 0 (Caster only)
Duration: 12 turns
Effect: Personal barrier which blocks magic
An invisible barrier blocks all spells or spell effects, including the caster’s. Except for a wish, no magical power can cancel the barrier.

Mass Invisibility*
Range: 240’
Duration: Permanent until broken
Effect: Many creatures or objects
As invisibility, but up to 6 dragon-sized creatures, or 300 man-sized creatures within 60' are affected. Creatures need not remain in the area thereafter.
The reverse, appear, causes all invisible creatures and objects in a 20’ cube to become visible for 1 turn. Astral and ethereal creatures are not affected.

Maze
Range: 60’
Duration: See below
Effect: Traps 1 creature
One victim is sent to a maze on the Astral Plane, with no Saving Throw. The intelligence of the victim determines the time needed to escape:
Animal or Low(1-8)1d6 turns
Average(9-12)2d20 rounds
High(13-17)2d4 rounds
Genius(18+)1d4 rounds
The victim returns to the point of disappearance after escaping the maze.

Mind Barrier*
Range: 10’
Duration: 1 hour per level of the caster
Effect: Protects against mind-affecting spells
One creature is completely protected from ESP, Clairvoyance, Clairaudience, crystal balls, charm, or any form of mental influence or spying.
The reverse, open mind, gives a victim touched a -8 penalty to Saves against mind-influencing attacks.

Permanent Illusion
Range: 240'
Duration: Permanent
Effect: A 20' cubic volume
As Spectral Force, but the illusion may contain visual, audio, thermal, and texture elements, and lasts until dispelled.

Prismatic Spray
Range: 0
Duration: One turn
Effect: 60' long, 15' wide cone
Seven undulating rays of light spread in a cone 60' long and 15' wide at the end.  All creatures in the cone must check to see which colors strike them:
1red2orange3yellow4green
5blue6indigo7violet8two rays, roll twice
Each color has the following effect:
Red: 5d10 fire damage
Orange: save vs. turn to stone or petrified
Yellow: 5d10 acid damage
Green: save vs. poison or die
Blue: 5d10 cold damage
Indigo: save vs. spells or become insane
Violet: save vs. spells or ethereal

Prismatic Wall
Range: 60 feet
Duration: 6 turns
Effect: Creates a multi-colored barrier
A wall 2” thick and up to 500 square feet in area, or a 10' radius sphere (centered on the caster) is created. The wall is made of layers of rainbow colors, each having its own effect on those touching or trying to pass. Nothing, not even a wish, can move a prismatic wall. The caster can pass through with no ill effects. All other creatures and objects contacting or passing the prismatic wall are affected in the order of the colors they contact. An anti-magic shell cannot pass the wall.  Each layer has the following effects and counter:
Red: Blocks all magical missiles; inflicts 12 damage. Negated by any magical cold.
Orange: Blocks all non-magical missiles; inflicts 24 damage. Negated by any magical lightning.
Yellow: Blocks all breath weapons; inflicts 48 damage. Negated by magic missile.
Green: Blocks all detection spell effects (including crystal balls, ESP, etc.). Save vs. Poison or die. Negated by passwall.
Blue: Blocks all poisons, gases, and gaze attacks. Save vs. Turn to Stone or be petrified. Negated by disintegrate.
Indigo: Blocks all matter, living or otherwise. Save vs. Spells or be gated to a random location in an Outer Plane, possibly (50% chance) lost in oblivion. Negated by dispel magic.
Violet: Blocks magic of all types. Save vs. Wands or become unconscious and insane (curable only by a cureall or a wish). Negated by continual light.

Veil
Range: 240'
Duration: One turn/level
Effect: Hides terrain
As hallucinatory terrain, but the illusion does not disappear when touched, and may be interacted with as if it were the actual terrain.
This message was lightly edited by the GM at 13:45, Wed 04 Oct 2017.
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