Game Rules

Illusionist

The magic school of Dreams.

Spells

Level
1

Ghost Sound

Target hears figment sounds such as a bell or chime.

Prestidigitation

Temporarily increases Charisma by 1. This can only be used once per target.

Level
2

Disguise Face

Changes your facial appearance for 1 minute per intelligence. A successful charisma check can break the illusion.

Level
3

Magic Aura

Alters object's magic aura from good to chaotic or chaotic to good.

Ventriloquism

Speak without your mouth moving.

Level
4

Blur

Target suffers -5 to attack rolls. This can only be used once per target.

Hypnotic Pattern

Charms lesser creatures for rounds equal to half your intelligence.

Level
5

Mirror Image

Creates a decoy duplicate of you 5 squares away. Decoy is unable to move or speak and will disappear when attacked.

Level
6

Misdirection

Misleads divinations for one target or object. This can only be used once per day.

Disguise Self

Changes your body appearance for 1 minute per intelligence. A successful charisma check can break the illusion.

Level
7

Phantom Trap

Item appears to be booby trapped. A successful wisdom check can break the illusion.

Displacement

Target suffers -10 to attack rolls. Lasts 1 round. Can only be used once per combat session.

Level
8

Illusory Script

Target can no longer read correctly. Illusionist can reorganize words to form new sentences. Target can perform a wisdom check to resist.

Invisibility Sphere

Makes everyone within 5 foot radius invisible for rounds equal to half your intelligence or 1 hour. Everyone inside the radius can move freely but once they cross out of the spell radius they cannot enter. Can only be cast once per day.

Level
9

Hallucinatory Terrain

Makes one type of terrain appear like another (field as forest, desert as oasis). Lasts for 1 hour. Can only be used once per day. A wisdom check can be performed to break the illusion.

Illusory Wall

Wall, floor, or ceiling looks real, but anything can pass through.

Level
10

Phantasmal Killer

Fearsome illusion attacks target causing 2d8 damage + intelligence. Can only be used once per target.

Rainbow Pattern

Dancing lights charms all lesser creatures for 1d4 rounds + intelligence.

Level
11

Shadow Conjuration

Summons a large shadow creature, but it cannot do any damage. Illusionist can control it's movement. Fades after 1d6 rounds or if it is struck with an attack. Can only be used once per day.

Dream

Sends messages or thoughts to anyone sleeping.

Level
12

Mirage Arcana

As hallucinatory terrain, plus structures. Illusionist can rewrite what the target sees around them. Can only be used once per day. Target can perform a wisdom check to break free.

Nightmare

Sends vision dealing 1d20 damage + intelligence to sleeping targeting. This can be channeled each round until target performs a successful Wisdom save or wakes up.

Level
13

Seeming

Completely changes appearance of 1 person. This lasts 1 hour per intelligence.

Shadow Evocation

Mimics any evocation spell, but doesn't do any damage. Can only be used once per day.

Level
14

Mislead

Turns you invisible and creates illusory double. Once cast, move three squares away from decoy. Moving will reveal your true location. Illusory double will vanish if struck by an attack.

Programmed Image

Target will continue to chase imaginary decoy until they perform a successful wisdom save.

Level
15

Shadow Walk

Step into shadow to travel rapidly, doubling your movement for 1d4 rounds. Can only be used once per combat session.

Veil

Changes appearance of multiple targets for 1 hour.

Scintillating Pattern

Twisting colors render a target unconscious for 1 round. Can only be used once per day.

Phantasmal Death

As phantasmal killer, but affects all within 10 foot radius. Can only be used once per day.

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