First Level Illusionist Spells in The Arbour Coast | World Anvil

First Level Illusionist Spells

Illusionists cast spells through the exercise of knowledge and will, exactly as normal Magic-Users. They prepare spells by study of their spellbooks; each Illusionist has his or her own spellbook, containing the magical formulae for each spell the Illusionist has learned, written in a magical script that can only be read by the Illusionist who wrote it, or through the use of a special first-level spell: read magic. All Illusionists begin play with read magic as their first spell, and it is so ingrained that an Illusionist can prepare it without a spellbook. Read magic has a range of “touch” and is permanent with respect to any given magical work (spellbook or scroll).   Illusionists may learn spells by being taught directly by another Illusionist or by studying another Illusionist's spellbook. The Illusionist may also learn appropriate spells from standard Magic-Users (or other arcane casters, if used the spell always being at the level as it appears on the Illusionist Spell List. Likewise, a Magic-User may learn spells shared by the classes from an Illusionist. If being taught, a spell can be learned in a single day; researching another Illusionist's spellbook takes one day per spell level. Either way, the spell learned must be transcribed into the Illusionist's own spellbook, at a cost of 500 gp per spell level transcribed. A beginning Illusionist starts with a spellbook containing read magic and at least one other first-level spell, as determined by the Game Master, at no cost.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
AUDIBLE GLAMER RANGE: 60'+10'/LEVEL
ILLUSIONIST 1 DURATION: 2 ROUNDS/LEVEL
  Audible glamer allows the caster to creates a volume of sound that rises, recedes, approaches, or remains at a fixed location. The caster chooses what type of sound he or she creates when casting the spell, and cannot thereafter change the sound’s basic character.   The volume of sound created is equivalent to the noise of two normal Humans per caster level. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise an audible glamer spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as six Humans running and shouting. A roaring lion is equal to the noise from twelve humans, while a roaring dragon is equal to the noise from twenty Humans.   Note that this spell is particularly effective when cast in conjunction with phantasmal force.   If a character states that he or she does not believe the sound, a save vs. Spells is made; if the save succeeds, the character hears the sound as distant and obviously fake.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
DETECT INVISIBILITY RANGE: 60'
ILLUSIONIST 1 DURATION: 1 TURN/LEVEL
  By means of this spell the caster is able to see invisible characters, creatures or objects within the given range, seeing them as bright transparent outlines or shapes.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
CHARM PERSON RANGE: 30'
ILLUSIONIST 1 DURATION: SPECIAL
  This spell causes a humanoid (including all character races as well as creatures such as orcs, goblins, gnolls, and so on) of 4 hit dice or less to perceive the caster as a close friend, love interest, or at the very least as its trusted ally. Normal characters (PC or NPC) may be affected regardless of level of ability. A save vs. Spells will negate the effect. If hostilities have already commenced or the target otherwise feels threatened by the caster, it receives a bonus of +5 on its saving throw.   The caster does not directly control the target; rather, orders must be given verbally, in writing, or by means of gestures. Obviously, verbal orders will only work if the target and caster share a spoken language, and the same limitation applies to written orders. Also note that the exact perception of the caster by the affected individual is not under the control of the caster; the GM should decide how the subject of this spell perceives its relationship to the caster.   Commands that go against the target's basic nature or ask it to attack its own allies or friends grant it a fresh saving throw with a bonus of +5 on the roll. Even if the target fails this save it may still choose to do something else when commanded to perform an unwanted action. Of course, if the caster is attacked, the charmed creature will act to protect its "friend" (though that could mean attacking its own allies, which might cause the target to instead attempt to carry off the caster to a "safe" place).   The target receives a new saving throw each day if it has an Intelligence of 13 or greater, every week if its Intelligence is 9-12, or every month if its Intelligence is 8 or less; the GM must rule on the equivalent intelligence of humanoid monsters.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
CHANGE SELF RANGE: SELF
ILLUSIONIST 1 DURATION: 1 TURN/LEVEL
  This spell allows the caster to alter his or her appearance. This includes not only body shape and facial features, but also clothing, armor, weapons, and equipment. The caster can seem up to one foot shorter or taller, and may appear thin, fat, or any size in between. This spell cannot change the overall body shape of the caster (to look like a dog, for example). Otherwise, the extent of the apparent change is up to the caster.   The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of the caster or his equipment.   A creature that interacts with the caster may, at the discretion of the GM, be allowed a save vs. Spells to recognize the illusion.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
COLOR SPRAY RANGE: 20'
ILLUSIONIST 1 DURATION: INSTANTANEOUS
  This spell causes a vivid cone of clashing colors to be projected from the caster’s hands, causing living creatures in the area of effect to become blinded or possibly unconscious. The cone has a 5-foot diameter at the base, 20-foot diameter at the end, and is 20 feet long. Each creature within the cone is affected according to its hit dice:
  • 2 HD or less: The creature is unconscious for 2d4 rounds, then blinded for 1d4 rounds.
  • 3 or 4 HD: The creature is blinded for 1d4 rounds.
  • 5 or more HD: The creature is blinded for 1 round.
All creatures having more levels or hit dice than the spell caster, or having 6 or more levels or hit dice in any case, are entitled to a save vs. Spells to negate the effect. Sightless creatures are not affected by color spray.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
DANCING LIGHTS RANGE: 40' + 10'/LEVEL
ILLUSIONIST 1 DURATION: 2 ROUNDS/LEVEL
  Depending on the version of the spell selected, the caster creates up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape.   The dancing lights must stay within a 10-foot radius area in relation to each other but otherwise move as the caster desires, up to 100 feet per round. Note that concentration is not required; if ignored, the lights continue to move as they were moving when the caster last directed them. If the lights pass beyond the maximum range, the spell ends immediately.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
DETECT ILLUSION RANGE: 60'
ILLUSIONIST 1 DURATION: 2 TURNS
  This spell allows the caster to recognize illusions by sight. To the caster, all illusions within the given range appear slightly translucent and obviously fake. Detect illusion allows detection of visual illusions only; it does not detect auditory illusions such as audible glamer.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
GAZE REFLECTION RANGE: 0'
ILLUSIONIST 1 DURATION: 1 ROUND/LEVEL
  The spell creates a mirror like image in the air in front of the caster’s face. Any gaze attack, such as that from a basilisk or a medusa, will be reflected back upon the attacker when it looks at the caster.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
LIGHT RANGE: 120'
ILLUSIONIST 1 DURATION: 6 TURNS + 1/LEVEL
  This spell creates a light equal to torchlight which illuminates a 30' radius area (and provides dim light for an additional 20') around the target location or object. Theeffect is immobile if cast into an area, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. Reversed, light becomes darkness, creating an area of darkness just as described above. This darkness blocks out Darkvision and negates mundane light sources.   A light spell may be cast to counter and dispel the darkness spell of an equal or lower level caster (and vice versa). Doing so causes both spells to instantly cease, restoring the existing ambient light level.   Either version of this spell may be used to blind an opponent by means of casting it on the target's ocular organs. The target is allowed a saving throw vs. Death Ray to avoid the effect, and if the save is made, the spell does not take effect at all. A light or darkness spell cast to blind does not have the given area of effect (that is, no light or darkness is shed around the victim).   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
MAGIC MOUTH RANGE: 30'
ILLUSIONIST 1 DURATION: SPECIAL
  This spell imbues the chosen non-living object with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. Themessage, which may be up to three words per caster level long, can be in any language known by the caster and can be delivered over a period of 10 minutes, at any volume from a whisper to a yell. The voice will resemble the caster's, but will not be identical. The mouth cannot use command words or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object.   The spell functions when specific conditions are fulfilled according to the caster's command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish level, hit dice, or class except by external garb.   The range limit of a trigger is 10 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 60 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
MIRROR IMAGE RANGE: SELF
ILLUSIONIST 1 DURATION: 1 TURN/LEVEL
  This spell allows the caster to create multiple illusory duplicates (called figments) which seem to swirl and move around and through each other as well as the caster more or less constantly, making it impossible for most creatures to determine which is the real one. A total of 1d4 images plus one image per three caster levels (maximum eight images total) are created.   The figments mimic the caster's actions, going through the motions of casting spells, drinking potions, levitating, and so on, just as the caster does. Figments always look exactly like the caster.   Any opponent who attacks or casts spells directly on the caster will always hit a figment instead. Attacking a figment destroys it, whether or not the attack roll is successful, as does any attack spell directed at one. Area-effect spells are not cast directly on the caster, and thus appear to affect all figments exactly as they affect the caster; for instance, if the caster is subjected to a fireball, all figments will appear to be injured just as the caster was.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
PHANTASMAL IMAGE RANGE: 180'
ILLUSIONIST 1 DURATION: CONCENTRATION
  This spell is often the first spell an Illusionist will learn. The spell creates the visual illusion of an object, creature, or other effect, as visualized by the caster up to a maximum size of a 20-foot cube. The illusion does not create sound, smell, texture, temperature, or movement. The image persists so long as the caster concentrates upon it.   A save vs. Spells may be granted by the GM any time he or she feels the illusion is likely to be seen through, especially if the player describes an illusion which seems improbable or otherwise poorly conceived.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
READ MAGIC RANGE: 0
ILLUSIONIST 1 DURATION: PERMANENT
  When cast upon any magical text, such as a spellbook or spell scroll, this spell enables the caster to read that text. Casting this spell on a cursed text will generally trigger the curse. All Illusionists begin play knowing this spell, and it can be prepared even if the Illusionist loses access to their spellbook.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
UNSEEN SERVANT RANGE: 50'
ILLUSIONIST 1 DURATION: 1 HOUR/LEVEL
  An unseen servant is an invisible servant that is shapeless and mindless. It can be used to fetch things, return things, open doors, hold chairs, clean things, and mend things. It is not strong, having an effective strength of 3. It can only open normal doors, chests, lids, containers, and such subject to its minimal strength. The servant cannot fight, nor can it be destroyed, but it can always be dismissed at any time prior to the spell’s end.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
VENTRILOQUISM RANGE: 60'
ILLUSIONIST 1 DURATION: 1 TURN/LEVEL
  This spell allows the caster to cause his or her voice to sound from someplace else within range, for example, from a dark alcove or statue.