Experience Points | Level Title | Level & HP (d4) | Attack Bonus |
---|---|---|---|
0 | Prestidigitator | 1 | 0 |
2,350 | Charmer | 2 | 0 |
4,600 | Dazzler | 3 | 0 |
9,100 | Glamourer | 4 | +1 |
18,100 | Hypnotist | 5 | +1 |
35,100 | Illusioneer | 6 | +1 |
60,100 | Beguiler | 7 | +1 |
95,100 | Phantasmalist | 8 | +2 |
145,100 | Thaumaturge | 9 | +2 |
220,100 | Arch Beguiler | 10* | +2 |
Ability Requirement: Int 15, Dex 16
Race & Level Limit: Human U, Gnome 12
Hit Dice: d4
Starting Gold Pieces: 20-80 (2d4x10
Weapons and Armor: Illusionists may not use armor or shields. Illusionists may use the dagger, darts, quarterstaff, or sling.
Languages: All illusionists begin play with Black Tongue, the language of the Dark Art.
Scrolls: Arcane spell-casters may write their own spell scrolls (250gp per level). One-week scribing time per spell level. Scrolls can hold a maximum of three spell levels. Only spells currently cast may be scribed.
Arcane Channeling: Illusionists may channel (cast) any Level 1 spell for Detect Magic or Read Magic.
Spell Memorization Limit: Arcane spell-casters may not memorize the same spell twice in one day without the use of a magical item.
Bonus Spells: All arcane spell casters with Intelligence 15 or higher receive one additional first level spell per day, and when reached, one second level spell per day.
Gnome Illusionists: Gnomes possess a natural aptitude for illusion magic (spell duration increased by 3 rounds).
Illusionist: Initial Spells
Offensive | Defensive | Utility |
---|---|---|
1-Phantasmal Force | Detect Invisibility | Audible Glamour |
2-Light | 2-Detect Illusion | 2-Color Spray |
3-1Mazakala's Glassy Facsimile | 3-1Gaze Reflection | 3-Dancing Lights |
4-Mazakala's Imperfect Panic | 4-Gaze Reflection | 4-Hypnotism |
5-Zyggyg's Phantasmal Man-Catcher | 5-Wall of Fog | 5-Eaiggard’s Wizard Vizard |
6-Illusionist Choice | 6-Illusionist Choice | 6-Illusionist Choice |
Ye Olde Illusionist Fast Pack
Pack 1: Quarterstaff (1d6), three Daggers (1d4), Backpack, Spellbook, Small Sack (4), Chalk, Caltrops (2), Quill, Scroll, Ink, Wineskin, Rations (7) (45gp).
Pack 2: Quarterstaff (1d6), six Darts (1d3), Dagger (1d4), Backpack, Spellbook, Large Sack (4), Candles (10), Rope (50 Feet), Garlic (3 Cloves), Quill, Scroll, Ink, Lock and Key, Wineskin, Rations (7) (64gp).
Pack 3: Dagger, six Darts (1d3), Sling and 20 Stones (1d4), Backpack, Spellbook, Lantern, Flask of Oil (4), Steel Mirror, 10 Foot Pole, Wineskin, Rations (7) (59gp)