On Magic-Users and Illusionists – Part Two

Here are the rest of the illusionist spells. All of these spells are released as Open Game Content.

Level 5

  1. Dream
  2. False Vision
  3. Mass Suggestion
  4. Nightmare
  5. Persistent Image
  6. Seeming
  7. Shadow Evocation

Dream

Level: 5

Range: Unlimited

Duration: See text

You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

False Vision

Level: 5

Range: Touch

Duration: 1 hour per level

Any scrying spell used to view anything within the area of this spell instead receives a false image, as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren’t concentrating, the image remains static.

Mass Suggestion

Level: 5

Range: 150 ft

This spell functions like suggestion, except that it affects one creature per level. The same suggestion
applies to all these creatures.

Nightmare

Level: 5

Range: Unlimited

Duration: Instantaneous

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare
prevents restful sleep and causes 1d10 points of damage. The nightmare
leaves the subject unable to regain magic-user spells for the next 24 hours. Dispel evil
cast on the subject while you are casting the spell dispels the nightmare
and causes you to be stunned for 10 minutes per caster level of the dispel evil.

Persistent Image

Level: 5

Duration: 1 minute per level

This spell functions like phantasmal force, except for the duration. The figment follows a script determined by you and without your having to concentrate on it.

Seeming

Level: 5

Range: 50 ft

Duration: 12 hours

This spell functions like change self, except that you can change the appearance of other people as well. The spell can affect one creature per two levels of the illusionist. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell’s effect on them by making a saving throw.

Shadow Evocation

Level: 5

Range: See text

Duration: See text

You use shadows to cast a quasi-real, illusory version of one of the following magic-user spells: Magic Missile, Shocking Grasp, Fireball, Lightning Bolt, Ice Storm, Wall of Fire or Wall of Ice.

Spells that deal damage have normal effects unless an affected creature succeeds on a saving throw. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Level 6

  1. Irresistible Dance
  2. Mislead
  3. Permanent Image
  4. Programmed Image
  5. Project Image *
  6. Shadow Walk
  7. Veil

Irresistible Dance

Level: 6

Range: Touch

Duration: 1d4+1 rounds

The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -2 penalty to Armor Class and a -5 penalty on saving throws and it negates any AC bonus granted by a shield the target holds.

Mislead

Level: 6

Range: 60 ft

Duration: 1 round per level and concentration + 3 rounds (see text)

You become invisible (as greater invisibility) and at the same time an illusory double of you (as phantasmal force) appears. You are then free to go elsewhere while your double moves away. The double moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the double appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The invisibility
lasts for 1 round per level, regardless of concentration.

Permanent Image

Level: 6

Duration: Permanent

This spell functions like phantasmal force
except that the illusion is permanent.

Programmed Image

Level: 6

Duration: Permanent until triggered, then 1 round per level

This spell functions like phantasmal force, except that this spell activates when a specific condition occurs. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on a quality that is not normally obvious to the senses, such as one’s philosophical or ethical stance.

Shadow Walk

Level: 6

Range: Touch

Duration: 1 hour per level

You and any creature you touch are then transported along a coiling path of shadows to the edge of the Material Plane where it borders the Plane of Shadows. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Veil

Level: 6

Range: 600 ft

Duration: Concentration + 1 hour per level

You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell’s effect on them by making saving throws. Those who interact with the subjects can attempt disbelief saving throws to see through the illusion, but magic resistance doesn’t help.

Level 7

  1. Greater Shadow Conjuration
  2. Mass Invisibility *
  3. Maze *
  4. Simulacrum *

Greater Shadow Conjuration

Level: 7

This spell functions like shadow conjuration, except that it can duplicate any magic-user conjuration or summoning spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and non-damaging effects are 60% likely to work against nonbelievers.

Level 8

  1. Greater Shadow Evocation
  2. Permanency *
  3. Scintillating Pattern
  4. Screen

Scintillating Pattern

Level: 8

Range: 60 ft

Duration: Concentration + 2 rounds

A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level within a 20-ft sphere. The spell affects each subject according to its Hit Dice.

6 HD or less:
Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused
for 1d4 rounds.

7 to 12 HD:
Stunned for 1d4 rounds then confused
for 1d4 rounds.

13 or more HD:
Confused
for 1d4 rounds.

Screen

Level: 8

Range: 60 ft

Duration: 24 hours

This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.

Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Greater Shadow Evocation

Level: 8

This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of the following magic-user spells: Cloudkill, Death Spell, Delayed Blast Fireball, Disintegrate, Wall of Iron or Wall of Stone. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.

Level 9

  1. Prismatic Sphere *
  2. Shades
  3. Weird

Shades

Level: 9

This spell functions like shadow conjuration, except that it mimics magic-user conjuration and summoning spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and non-damaging effects are 80% likely to work against nonbelievers.

Weird

Level: 9

This spell functions like phantasmal killer, except it can affect any number of creatures, no two of which can be more than 30 feet apart. If a subject’s saving throw succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also temporarily loses 1d4 points of strength.