Game Rules
Illusionist
The magic school of Dreams.
Spells
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.
Disguise Face
Changes your facial appearance for 1 minute per intelligence. A successful charisma check can break the illusion.
Magic Aura
Alters object's magic aura from good to chaotic or chaotic to good.
Ventriloquism
Speak without your mouth moving.
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.
Mirror Image
Creates a decoy duplicate of you 5 squares away. Decoy is unable to move or speak and will disappear when attacked.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.