In a profession where power often comes only by dint of skill, there are those magicians who use their powers to make a mockery of reality itself. Rare indeed are the illusionists that use the arcane to blend, blur, and twist the perceptions of others. They ply the minds of others and twist desire and perception into deceptive and often deadly illusions. Faced with the illusionist’s spells and incantations, few can unravel the truth from their own fears or desires. Greatly feared for their mind influencing spells, consensus holds the illusionist as one of the greatest and most mysterious of the magi.
An illusionist uses magic to alter the perceptions of others and even reality itself. This magic deceives the senses, creates false images and sounds, changes sensory qualities, affects the mind’s perceptions, and in some cases fashions arcane energies into something real. The illusionist is an uncommon and, more often than not, underestimated type of wizard. They are greatly valued for their understanding of the mental caprices of most intelligent races. Illusionists are often found in high places of government using their skills to enchant those of both high and low birth, twisting the desires of any that may be of use. Powerful illusionists make loyal soldiers out of brigands, and fools out of professional military men and can empower, with their magic, the rabble to sweep trained armies from the field.
A keen intelligence and a depth of perception unknown to most men are required for the illusionist to master the complex relationships between magic, the mind and the mundane. Further, empathy for those around the illusionist is indispensable for the illusionist to create masterful illusions and to warp another’s perception of reality.
An illusionist may choose any alignment. They are not bound to follow any particular creed, culture or religion. They come from all walks of life and, due to their meddling in the minds of others; they frequently have a greater empathy for all castes of people than any of the other classes. Illusionists are generally untrained in martial warfare, and are thus limited in their choice of weapons. In any case, most illusionists view the use of weapons as vulgar. It takes little intelligence, so they have convinced themselves, to wield a weapon in combat, so eschew them.
Almost all spells require somatic and verbal actions and these complex gestures and intonations require the illusionist to freely to move and speak. Indeed, any use of armor or shield prevents the illusionist from casting spells.
SPELLS: A Wizard casts arcane spells, though abjuration magic is inherently different from the wizard’s requiring a unique spell list. Like a wizard though, a Wizard is limited to a certain number of spells of each spell level per day. The Arcane Spells Per Day Table shows the number of spells per day an Wizard may cast. A Wizard must prepare spells before casting them, by studying spells from a spell book. While studying, the Wizard decides which spells to prepare. Spell memorization and descriptions are in the Magic section of the Players’ Handbook.
BONUS SPELLS: With a high intelligence score, a Wizard gains bonus spells. If the character has an intelligence of 13-15, they receive an extra 1st-level spell. If the intelligence score is 16 or 17, they receive an extra 2nd-level spell and if 18 or 19, they receive an extra 3rd level spell. The bonus spells accrue only if the Wizard is at a high enough level to cast that spell level. Bonus spells are cumulative.
For example, a 4th-level Wizard with an 18 intelligence receives four 0-level spells, four 1st-level spells, and three 2nd-level spells. No bonus 3rd-level spell is acquired until the Wizard reaches 5th-level
SHARP SENSES (Wisdom): An illusionist’s innate ability to distinguish the real from the unreal imparts a +1 bonus to all illusion saving throws. The bonus increases to +2 at 4th level, +3 at 7th level, +4 at 10th level, +5 at 13th level and +6 at 16th level.
DISGUISE (Charisma): Using magic and props, an illusionist can disguise himself and impersonate others. The effort requires 1d3x10 minutes of work. A disguise can include an apparent change of height or weight of no more than one-tenth the original. The Castle Keeper makes the character’s check secretly, so that the player is not sure if the disguise is successful. Illusionists can use spells, like change self, to augment their disguise and give them a greater chance of success. The following modifiers apply to a disguise check when appropriate: sex difference -2; race difference -2; age difference -2 per 10 years.
Success indicates a disguise good enough to fool normal observers. The Castle Keeper may allow a suspicious observer an intelligence check to see through the disguise. If the observer is familiar with the person being impersonated, they gain a bonus of +4 to the intelligence check. If the person being impersonated is a close associate or friend of the observer, the check is made at +8. Additionally, disguises must change occasionally to remove suspicion
PRIME ATTRIBUTE: Intelligence
SECOND ATTRIBUTE: Dexterity 14+
HIT DICE: d4
WEAPONS: Club, dagger, dart, staff
SPECIALIST SCHOOL: Illusion
REQUIRED OPPOSED SCHOOL: Necromancy
SECOND OPPOSED SCHOOL (choose one): Abjuration or Evocation