ILLUSIONIST (by Valerian Holt) Garb: Must wear a yellow sash. Must always carry a wand. Weapons: Daggers, throwing weapons, staff, or spear. Note: Use of some weapons will reduce available magic points. Armor: None. Shield None. Magic: May use enchantments and spells. Levels: 1st Only 3 lives. Ambidextrous. 2nd 4 lives. 3rd None. 4th None. 5th None. 6th None. Magic Points Lost (per 10 pts) Daggers under 18 inches 0 Staff under 5 ft. 2 Spear under 5 ft. 2 Staff 5 ft. or over 4 Spear 5 ft. or over 4 Throwing weapons 1 ea. Note: The Illusionist may not carry more than 10 pts worth of gear. *Illusionist Spells & Spell Descriptions * MAGIC NAME TYPE USES COST MAX Level 1 Ambidexterity N unlimited 0 - Dazzle S 1 bolt/u 1 1 Glow E 1/game 1 1 Illusionary Sword N unlimited 1 - Lost S 1/game 1 4 Shove S 1/life 1 4 Level 2 Confusion S 1/game 1 4 Displacement E 1/game 2 4 Extension S 1/game 1 4 Fumble S 1/life 2 2 Sleep S 1/life 1 4 Vanish S 1/game 2 4 Level 3 Hold Person S 1/life 2 2 Illusionary Wall FE 1/game 1 2 Magic Bolt S 1 bolt/u 1 1 Mass Sleep S 1/game 2 4 Telekinesis S 1/game 2 4 Level 4 Counter spell S 1/life 1 2 Feeblemind S 1/game 1 4 Hypnotic Pattern S 1/game 4 4 Veil S 1/game 1 1 Yield S 1/game 2 4 Level 5 Charm S 1/life 1 2 Hallucinatory Death S 1/game 2 4 Illusionary Beast E 1/game 2 4 Shimmer E 1/game 1 4 Teleport E 1/game 2 4 Level 6 Dispel Magic S 1/game 2 4 Emotion Control E 1/game 2 2 Illusionist's Defend N 1/game 1 4 Master of Illusion N unlimited 1 - Stun S 1/life 2 2 Note about Illusionist spells: Certain Illusionist spells of charm and control fully effect parties that would otherwise be immune to these spells. These cases are specifically mentioned in the body of a spell - if a class is not listed as innately immune to an Illusionist spell, then it is not. Spell Descriptions: Ambidexterity Exactly as the Wizard neutral of the same name, except this ability costs no spell points. Charm Exactly as the Bard spell of the same name. Confusion Exactly as the Druid spell of the same name. Counter spell T: spell M: I: While the verbal component of a spell is being cast, Illusionist shouts "I counter that spell!". R: 50 ft. E: The spell counts as cast, but no effect is generated. N: Versus a spell ball being charged, the target would merely need to resume charging. Has no effect on magic past the verbal stage (i.e., could not counter a spell ball being thrown or a touch of death's activation, only the charging of the spell ball / touch of death) Dazzle T: spell M: rainbow colored spell ball with streamers I: Caster holds bolt in either hand, chanting "Color Spray"x5. E: Thrown bolt deals subdual blow to location hit. N: Barbarians, Monks 3+, and players of equal or higher level than the caster are immune. Displacement T: enchantment M: yellow cloth I: Touch target with wand and repeat "Your form is neither here nor there!" X5 , tie on cloth. E: Target player gains one point of overall invulnerability (like Healer Protect). N: Once this point is lost, the enchantment is dispelled. May not be simulcast. Dispel Magic Exactly as the Healer spell of the same name. Emotion Control Exactly as the Bard enchantment of the same name. Extension Exactly as the Wizard neutral of the same name. Feeblemind Exactly as the Druid spell of the same name. Fumble T: spell M: wand I: point wand at target and shout "Fumble thine weapons!" x3 at target. R: 20 ft. E: Target drops all held-in-hand weapons and shields. N: Monks above 2nd level and Barbarians are immune. May be cast while the Illusionist is moving. Glow T: enchantment M: yellow cloth I: Illusionist attaches yellow strip to item, chanting "I imbue thee with the light of the fire within, a glow which cannot be extinguished" x2. E: Item now casts light equal to that of a torch. N: This enchantment is only meaningful in role-playing scenarios. A weapon with Glow cast on it counts as a magical weapon, even though it does no additional damage. Mindless undead (zombies, skeletons, etc.) and Animals will not approach within 20 feet of a player carrying a Glowing sword. Hallucinatory Death T: spell M: wand I: Caster points wand at target and says "I will thee dead!" x5. R: 50 ft. E: Target dies. N: This death does not count as a loss of a life, however. Affect players should return to Nirvana and count as though hey had been slain, however. Monks above 3rd level are immune. Counts as a magic of charm/control, not a death magic. Hold Person Exactly as the Wizard spell of the same name. Hypnotic Pattern T: M: I: Caster shouts name of target and begins gesturing with empty hands R: 20 ft. E: As long as caster does not move, does not stop gesturing with empty hands, and chants "mesmerize", the target must rigidly freeze and may not move in any way. N: Barbarians and monks above 2nd level are immune. Illusionary Beast T: enchantment M: Monster costume and wand. I: See Wizard Transform for more information. E: The illusionist creates an illusionary beast as if one had been conjured per the wizard spell, Transform. A teammate willingly accepts the transformational enchantment and gains the stats (until slain or until the enchantment is dispelled) of the appropriate creature (for legal creatures, see the Wizard spell Transform). N: This creature may be disbelieved (and the enchantment thusly dispelled) by being struck or touched by a monk of 3rd level or above or a player of equal or greater level than the caster. The recipient of this enchantment does not have to sacrifice any lives to receive the effect. Illusionary Sword T: Neutral M: a single sword, not longer than four feet E: This sword does no damage to: players of equal or higher level or Monks of third level or higher. N: Illusionist may carry and wield a single sword, which costs no spell points as a weapon normally would. The sword is a legal target of all spells that would affect it if it were a normal sword. However, any damage, destruction, or modification of the sword may be willfully repealed by the illusionist immediately at his base or nirvana. If the sword is enchanted or otherwise augmented to do increased damage, it still has no effect at all on players of equal or higher level, or Monks 3+. Illusionary Wall T: fixed enchantment M: yellow, red, or gray cloth, 10' long I: Spread out cloth on ground and repeat, "This wall blocks the path" X5. E: Can create illusionary wall of fire, wall of thorns, or wall of stone. Wall of fire & thorns obey normal rules for those walls. Wall of Stone is an impassable wall that blocks all attacks and takes 10 red weapon hits to be destroyed, 3 white weapon hits, or 1 sphere of annihilation. People on either side of the wall may not target verbal magic's across any wall. N: If touched by monk 3+ or equal/higher level player, the wall is dispelled. Barbarians may pass through all walls as if the walls did not exist, but this does not dispel the wall. Illusionist's Defend T: neutral M: To indicate this neutral the caster must wear a yellow headband. I: Caster repel: Caster repeats "Shadows defend me" X5, and place this enchantment on himself without it counting towards his limit of one enchantment per person or restricting him from casting magic's. The Illusionist's Defend places a single point of Displacement (q.v.) on the caster and renders the caster immune to all magic's which charm and control, as in the Monk ability. E: N: Unlike the Monk ability, the caster may select which charms he wishes to succumb to (such as Emotion Control, etc) at specific times. This immunity extends to protect the Illusionist from all non-death magic spells which Monks above second level are immune. See Wizard Defend for more details. Lost Exactly as the Healer spell of the same name. Magic Bolt Exactly as the Wizard spell of the same name. Mass Sleep Exactly as the Healer spell of the same name. Master of Illusion T: neutral E: The illusionist may spend a single point of magic to gain 4 pts usable only for level 3 and below. N: This does not allow the illusionist to take over the max in any spell. Shimmer T: enchantment M: yellow cloth I: tie cloth on recipient and repeat "Shining lights will fool their eyes and protect you from harm" X3 E: Each point of Shimmer is a point of overall invulnerability. May be simulcast up to four times. N: Attacks from monks above second level and players of equal or higher level to that of Shimmer's caster pass through Shimmer as if it didn't exist. Shove Exactly as the Wizard spell of the same name Sleep Exactly as the Healer spell of the same name. Stun Exactly as the Healer spell of the same name. Telekinesis T: spell M: Caster points at target item that is: a game effect, an item owned by the caster, or an item owned by a teammate which the caster has permission to carry. I: The caster says "Come to me (item name)" X3. R: 50 ft. E: The caster then may walk to that item, get it, and return to the spot where he stood when he cast it. N: While he retrieves this item, he is immune to all attacks within 20 ft. (as in Sanctuary). He may forcibly remove game effects from target players with this spell. Teleport Exactly as the Wizard enchantment of the same name. Vanish T: spell M: wand I: point wand at target and say "May that (item name) vanish!" x3 R: 20 ft. E: Target item possessed by another player is "destroyed" - actually, it has disappeared and reappeared at nirvana or the player who possesses that item's home (Illusionist's choice). N: The item may not be mended to be retrieved. May not be cast on quest items or important game effects. Items held by monks above 2nd level are immune to this spell. Veil T: spell M: I: The illusionist chants "Veil" or "Invisible" E: As long as chanting continues, no weapons are touched, or spells attempted to be cast, the illusionist is treated as a Monk in Sanctuary. N: See Monk Sanctuary for more details. Yield Exactly as the Wizard spell of the same name.