Saturday, February 17, 2024

The original barbarian class, adapted for Swords & Wizardry

Like its fellow iconic D&D classes, the ranger, illusionist, and bard, the first published iteration of the barbarian debuted in the pages of a periodical. In the barbarian's case, however, it wasn't one of TSR's official publications, but rather Great Britain's own White Dwarf, back before it existed exclusively to promote the Warhammer tabletop wargaming lines. Author Brian Asbury's barbarian first appeared in the December 1977 issue, with some additions meant to update it for the newly-released AD&D game appearing later on in 1979.

Since my goal here is to adapt the class to a format compatible with the original D&D-based Sword & Wizardry game, I'm drawing exclusively on the 1977 version rather than attempting to incorporate the AD&D elements (with one qualified exception; see below). I was also forced to settle one area of ambiguity, in that neither of the WD articles specified what attack table barbarians are meant to use. Since they save as clerics and their experience progression is also quite similar to that of clerics, I opted to assign them the cleric attack table as well.

Finally, as a personal aide, I've always been especially skeptical of the need for a dedicated barbarian class in D&D, considering that Conan himself was a primary inspiration for the fighter. Still, the notion has proven itself an enduring one and I'm happy to present it here for the many who don't share my reservations.

BARBARIAN

Grim warriors hailing from the untamed hinterlands, the uncommon bravery and preternatural reflexes of the Barbarians are shaped by their close ties with the primal forces of nature. Their battle prowess is the stuff of legends, as is their craftiness and guile. Woe to the "civilized" opponent who takes their feral appearance and lack of formal education as weaknesses to be exploited, for the proud Barbarian is nobody's fool!

Like the Monk, many of the Barbarian's most potent skills require good ability scores to access. Players considering this class should be aware that Strength 13+, Dexterity 13+, Intelligence 9+, and Wisdom 14+ are all needed to fully realize its potential.

ABOUT BARBARIANS

Prime Attribute: Constitution, 13+ (+5% experience bonus).

Hit Dice:1d6+1 at 1st level, 1d6/level thereafter (Gains 1 hp/level after 10th level).

Armor/Shield Permitted: Shield permitted. Barbarians may initially wear no armor, but gain the ability to use leather armor at 6th level and ring or chain mail at 11th level.

Weapons Permitted: Long sword, spear, hand axe. Barbarians with Strength 13+ may also use battle axes. For every point of Dexterity a Barbarian has in excess of 12, one additional weapon may be used. The exceptions to this are complex mechanical weapons such as crossbows, which Barbarians shun on principle.

Ancestry: Human.

Alignment: Any.

Fighting Ability: Barbarians use the same attack table as Clerics.

Saving Throws: Barbarians have the same base saving throws as Clerics of four levels higher than their actual level. They do not benefit from a Cleric's +2 bonus to saving throws against paralysis and poison, however.

Magic Items: Barbarians may use any magic item available to Fighters, Thieves, and members of all classes. An exception is writing-based magic items such as books and manuals, which may only be employed by Barbarians with Wisdom 14+. Barbarians of lesser Wisdom are assumed to be illiterate due to their primitive upbringings.

BARBARIAN CLASS ABILITIES

Catch Missiles: Barbarians with Dexterity 13+ have a percentage chance to pluck missiles shot or hurled at them right out of the air, causing these attacks to automatically miss regardless of attack roll. Each such missile requires its own roll and this ability is only effective against physical projectiles of manageable size. Thus, such things as magic missile or lightning bolt spells cannot be caught, nor can the huge boulders hurled by giants. Magical weapons subtract 5% from the Barbarian's success chance for each "plus" they possess. Barbarians with Dexterity 15 or 16 gain a +5% bonus to this skill, and this bonus increases to +10% for Barbarians with 17 or 18 Dexterity.

Climb Walls: Barbarians with Dexterity 10+ may climb sheer surfaces. This functions as the Thief skill of the same name.

Danger Sense: This represents the chance on 1d6 of automatically detecting any source of imminent danger within a 20-foot radius of the Barbarian. The precise nature and location of the danger is not necessarily revealed, only the simple fact of its existence.

Ferocity: Barbarians with Strength 10+ gain a +1 bonus on all to-hit rolls.

First Strike: Barbarians with Strength 13+ and Dexterity 10+ have a 75% chance of being able to deliver an exceptionally deadly opening blow in melee. This ability applies only to the Barbarian's first attack roll in a given combat encounter and only if the Barbarian's side has won the initiative roll on that round. The attack gains a +2 to-hit bonus and deals double damage if successful. This increases to triple damage at 5th level and quadruple damage at 9th level.

Hardy: Barbarians are twice as resistant to disease as the typical human. It is up to the Referee to determine what this means in concrete game terms, but a +2 or greater bonus to saving throws against diseases is a solid choice.

Hear Noise: As the Thief skill of the same name.

Instinctual Evasion: Keen senses naturally improve a Barbarian's armor class by one point. This is cumulative with any armor class bonuses from armor, magic, or high Dexterity.

Sign Language: Barbarians of Intelligence 9+ are adept at making themselves understood via hand signals and other body language. A successful roll indicates that a particular concept or idea (within reason, of course) can be communicated to any intelligent being capable of viewing the Barbarian's gestures.

Strong Heart: Barbarians do not frighten easily. Being subjected to any spell or magic item capable of instilling fear or panic in a victim has a 50% chance of instead driving a Barbarian into a berserk rage. In this state, the Barbarian gains +2 on all to-hit rolls and (if an NPC) need not check morale for the remainder of the current encounter. If this roll fails, the Barbarian is still able to attempt any standard saving throws the magic in question allows for.

Tracking: This ability is similar in most respects to the one of the same name possessed by Rangers. The base chance of success should be adjusted as follows based on the difficulty of the terrain the Barbarian's quarry has traversed.

Outdoors Penalty
Hard ground -20%
Rain or snow -30%
Crosses water -40%
Indoors Penalty
Regular passage -25%
Normal door -30%
Trap door -40%
Chimney -50%
Secret door -55%

Hide in Shadows (Optional): In the 1979 follow-up to his original Barbarian feature, Brian Asbury recommends that Barbarians with Dexterity 11+ and Intelligence 9+ also be given the Hide in Shadows skill, as per a Thief of the same level. Whether this ability is available or not is a matter for the individual Referee to decide.

Barbarian Advancement Table

Level XP Required for Level Hit Dice (d6)* Saving Throw
1 0 1+1 hp 11
2 1,500 2+1 hp 10
3 3,000 3+1 hp 9
4 6,000 4+1 hp 8
5 12,000 5+1 hp 7
6 24,000 6+1 hp 6
7 48,000 7+1 hp 5
8 96,000 8+1 hp 4
9 200,000 9+1 hp 4
10 325,000 10+1 hp 4
11 450,000 10+2 hp 4
12 575,000 10+3 hp 4
13 700,000 10+4 hp 4
14 825,000 10+5 hp 4
15 950,000 10+6 hp 4
16 1,075,000 10+7 hp 4
17 1,200,000 10+8 hp 4
18 1,325,000 10+9 hp 4
19 1,450,000 10+10 hp 4
20 1,575,000 10+11 hp 4
21+ +125,000 per level +1 hp/level 4

*Hit points shown for levels after the character no longer gains full hit dice are the total combined number. A 11th-level Barbarian has 10 HD plus 2 hit points total.

Barbarian Skills

Level Catch Missiles Climb Walls Danger Sense Hear Noise Hide in Shadows* Sign Language Tracking
1 5% 80% 1 1-2 10% 10% 40%
2 10% 81% 1 1-2 15% 20% 45%
3 15% 82% 1 1-3 20% 30% 50%
4 20% 83% 1-2 1-3 25% 40% 55%
5 25% 84% 1-2 1-3 30% 45% 60%
6 30% 85% 1-2 1-3 35% 50% 65%
7 35% 86% 1-3 1-4 40% 55% 70%
8 40% 87% 1-3 1-4 55% 60% 75%
9 45% 88% 1-3 1-4 65% 65% 80%
10 50% 89% 1-4 1-5 75% 70% 85%
11 55% 90% 1-4 1-5 85% 75% 90%
12 60% 91% 1-4 1-5 95% 75% 95%
13 65% 92% 1-5 1-6 100% 75% 100%
14 75% 93% 1-5 1-6 100% 75% 100%
15 80% 94% 1-5 1-6 100% 75% 100%
16 85% 95% 1-5 1-6 100% 75% 100%
17 90% 96% 1-5 1-6 100% 75% 100%
18 95% 97% 1-5 1-6 100% 75% 100%
19 100% 98% 1-5 1-6 100% 75% 100%
20 100% 99% 1-5 1-6 100% 75% 100%
21 100% 100% 1-5 1-6 100% 75% 100%
21+ No further improvement

* Optional skill (see above).

Wednesday, February 7, 2024

The original illusionist class, adapted for Swords & Wizardry

Debuting in the winter 1975 issue of TSR's short-lived house organ The Strategic Review, Peter Aronson's illusionist class was the first of many contemporary "specialist" magic-user variants to gain significant traction within the D&D community at large. This is primarily because unlike the various healers, witches, warlocks, mystics and such making the rounds, it was the lone such sub-class to be effectively canonized by none other than Gary Gygax, who included it in the 1978 Advanced Dungeons & Dragons Players Handbook. That version is subtly different from Aronson's 1975 vintage one, however.

In the interest of keeping this little bit of "gameable history" as accessible as possible, I've adapted it to what I consider to be the gold standard of modern Original D&D variants, Swords & Wizardry. My one main concession to the new format was the addition of prime attributes, as the SR article was mum on this point. In a small handful of cases, I also referred to the aforementioned Players Handbook when the source text omitted a key detail necessary for playability. Examples would be the misdetection spell, which has neither a range nor a duration supplied in the SR article, or prismatic spray, which appears as a listing on a table but has no accompanying description whatsoever.

ILLUSIONIST

Master mesmerists, weavers of shadow, the enigmatic Illusionists represent a highly specialzed arcane tradition that split from that of more conventional Magic-Users untold generations ago. While significantly less skilled at manipulating solid matter and elemental energies than their Magic-User kin, Illusionists make up for this with their unparalleled ability to muddle the senses and indeed twist the very minds of their spellbound subjects to suit their whims. To play an Illusionist effectively requires formidable creativity and cunning, as well as an open-minded Referee willing to reward both.

ABOUT ILLUSIONISTS

Prime Attribute: Intelligence and Dexterity, both 13+ (+5% experience bonus).

Hit Dice:1d4/level (Gains 1 hp/level after 11th level).

Armor/Shield Permitted: None.

Weapons Permitted: Dagger, staff and darts.

Ancestry: Human.

Alignment: Any.

Fighting Ability: Illusionists use the same attack table as Magic-Users.

Magic Items: Other than items usable by any class, Illusionists are quite limited in this regard. They may employ scrolls of Illusionist spells, Crystal Balls (excluding those with the added power to sense sounds or thoughts), Wands of Fear, Wands of Magic Detection, Wands of Paralyzing, and wands containing Illusionist spells generally. Whether or not an Illusionist of level 11+ may also create these items is subject to Referee determination.

ILLUSIONIST CLASS ABILITIES

Spell Casting: Illusionists learn, prepare, and cast their spells using the same procedures as Magic-Users, with the exception that they do not require use of the read magic spell (or equivalent) to understand the magical writings of other Illusionists.

Saving Throw Bonus: Illusionists gain a bonus of +2 on all saving throw rolls against spells, including spells from magic wands and staffs.

Illusionist Advancement Table

Level* XP Required for Level Hit Dice (d4)** Saving Throw Number of Spells (by level)
1 2 3 4 5 6 7
1 0 1 15 1 - - - - - -
2 3,000 2 14 2 - - - - - -
3 6,000 3 13 3 - - - - - -
4 12,000 4 12 4 1 - - - - -
5 25,000 5 11 4 3 - - - - -
6 50,000 6 10 4 4 1 - - - -
7 75,000 7 9 4 4 2 - - - -
8 110,000 8 8 4 4 3 1 - - -
9 175,000 9 7 5 4 4 2 1 - -
10 350,000 10 6 5 5 4 3 2 - -
11 525,000 11 5 5 5 4 4 3 1 -
12 700,000 11+1 hp 5 5 5 5 4 4 2 -
13 875,000 11+2 hp 5 5 5 5 5 5 2 1
14 1,050,000 11+3 hp 5 6 6 5 5 5 3 2

*Illusionists are capped at 14 levels of ability.
**Hit points shown for levels after the character no longer gains full hit dice are the total combined number. A 13th-level Illusionist has 11 HD plus 2 hit points total, not 11 HD plus one hit point gained at 12th level and another 2 hit points gained at 13th.

ILLUSIONIST SPELLS

Level 1

Change Self
Color Spray
Darkness**
Detect Illusion
Detect Invisibility*
Gaze Reflection
Hypnotism
Light**
Mirror Image*
Phantasmal Force*
Ventriloquism
Wall of Fog

Level 2

Blindness
Blur
Deafness
Detect Magic*
Dispel Illusion
Fog
Hypnotic Pattern
Improved Phantasmal Force
Invisibility*
Magic Mouth*
Misdetection
Rope Trick*

Level 3

Continual Light**
Continual Darkness**
Dispel Exhaustion
Fear
Hallucinatory Terrain*
Illusionary Script
Invisibility 10-Foot Radius*
Nondetection
Paralyzation
Phantasmal Killer
Spectral Force
Suggestion*

Level 4

1st Level Magic-User Spells
Confusion*
Emotions
Improved Invisibility
Massmorph*
Minor Creation
Shadow Magic
Shadow Monsters

Level 5

2nd Level Magic User Spells
Chaos
Create Spectres
Demi-Shadow Magic
Demi-Shadow Monsters
Major Creation
Project Image*
Summon Shadow

Level 6

Conjuration of Animals**
Mass Suggestion
Permanent Illusion
Programmed Illusion
Shadow Monsters III
True Sight

Level 7

Alter Reality
Astral Spell*
Maze*
Prismatic Sphere*
Prismatic Spray
Vision

*As the Magic-User spell.
** As the Cleric spell.

SPELL DESCRIPTIONS

1st Level Magic User Spells

Spell Level: Illusionist, 4th Level
Range: Varies
Duration: Varies

An Illusionist that learns this "spell" has actually mastered the formulae for all of the basic 1st level Magic-User spells and may henceforth prepare any of them as 4th level Illusionist spells. Scrolls containing 1st level Magic-User spells may also be utilized if read magic is first employed as normal. These Magic-User spells do not count toward the Illusionist's maximum number of 1st level spells known based on Intelligence.

2nd Level Magic User Spells

Spell Level: Illusionist, 5th Level
Range: Varies
Duration: Varies

An Illusionist that learns this "spell" has actually mastered the formulae for all of the basic 2nd level Magic-User spells and may henceforth prepare any of them as 5th level Illusionist spells. Scrolls containing 2nd level Magic-User spells may also be utilized if read magic is first employed as normal. These Magic-User spells do not count toward the Illusionist's maximum number of 2nd level spells known based on Intelligence.

Alter Reality

Spell Level: Illusionist, 7th Level
Range: Varies
Duration: Varies

This spell is functionally identical to limited wish, with the exception that the Illusionist must first create an illusionary depiction of the desired result via phantasmal force or similar immediately before casting this spell to convert the scene to physical reality.

Blindness

Spell Level: Illusionist, 2nd Level
Range: 120 feet
Duration: Until dispelled

This spell will blind a single target that fails a saving throw. The effect is permanent until dispelled or voluntarily lifted by the Illusionist.

Blur

Spell Level: Illusionist, 2nd Level
Range: Caster only
Duration: 1d4+4 minutes

Localized visual distortion betters the caster's armor class by two and confers a +2 bonus to saving throws against wands, staffs, and similar magic devices.

Change Self

Spell Level: Illusionist, 1st Level
Range: Caster only
Duration: 1 minute/level plus 1d6+10 additional minutes

This spell modifies the caster's appearance to resemble any creature of roughly human size and shape.

Chaos

Spell Level: Illusionist, 5th Level
Range: 120 feet
Duration: Concentration

Chaos allows the Illusionist to designate a 30-foot by 30-foot square area within range wherein all creatures are automatically confused (as per the spell confusion) for as long as concentration is maintained. Level 9+ Illusionists and Fighters (to include Paladins and Rangers if the Referee permits) are unaffected, however.

Color Spray

Spell Level: Illusionist, 1st Level
Range: 20 feet
Duration: Instantaneous

A burst of clashing colors erupts from the Illusionist's hand, filling a wedge-shaped area five feet wide and 20 feet long and potentially incapacitating one or more targets with up to six combined levels/HD. To determine the exact magnitude of the effect, roll 1d6 and add one for every five levels the Illusionist has attained above the second, bearing in mind that six remains the highest possible modified result. Actual targets are chosen randomly from those within the area of effect. If the level/HD affected equals or exceeds those of a given target, that target is rendered unconscious with no saving throw and the remainder of the spell effect passes on to the next target. If a target ends up only partially affected due to this (five HD of total spell effect split up 3/2 between a pair of three HD monsters, for instance), the partially affected target may attempt a saving throw. That saving throw gains a +2 bonus for every level "short" the spell effect is beyond one. For example, a five HD creature subjected to a mere two HD of color spray effect would save at +4. Targets with more than six levels or HD are unaffected.

Create Spectres

Spell Level: Illusionist, 5th Level
Range: Touch
Duration: Permanent

By way of this sinister dweomer, a single dead subject of at least two levels/HD can be animated as a spectre with half the levels/HD it had in life, rounded up. The newly-created undead retains its own mind and will, as opposed to being a thrall of the Illusionist. Subjects of this spell cannot have been deceased for longer than four hours plus one additional hour per level of the Illusionist.

Detect Illusion

Spell Level: Illusionist, 1st Level
Range: 60 feet
Duration: 3 turns

The caster is able to recognize and see through any illusion in range while this spell is active.

Deafness

Spell Level: Illusionist, 2nd Level
Range: 120 feet
Duration: Until dispelled

This spell will deafen a single target that fails a saving throw. The effect is permanent until dispelled or voluntarily lifted by the Illusionist.

Demi-Shadow Magic

Spell Level: Illusionist, 5th Level
Range: Varies
Duration: Varies

As shadow magic, except the amount of damage dealt/targets slain is doubled.

Demi-Shadow Monsters

Spell Level: Illusionist, 5th Level
Range: 30 feet
Duration: 1 minute/level

As shadow monsters, except the creatures have 40% of their regular HD, AC 8[11], and the maximum HD summonable is equal to 1.5 times the Illusionist's level, rounded down.

Dispel Exhaustion

Spell Level: Illusionist, 3nd Level
Range: Touch
Duration: 4 hours

This spell has the odd effect of removing the psychological impact of exhaustion and injury without addressing their underlying physical causes. The recipient may act normally without rest for the spell's duration, but afterward is forced to rest twice as long as normal to compensate. Badly wounded individuals (including ones recently returned to life via raise dead) can also act without penalty, though they will suffer an additional 1d6 damage when the spell expires.

Dispel Illusion

Spell Level: Illusionist, 2nd Level
Range: 120 feet
Duration: 10 minutes against an item

Automatically dispels any illusion created by a non-Illusionist and functions with the same success rate as dispel magic against those of true Illusionists.

Emotions

Spell Level: Illusionist, 4th Level
Range: 180 feet
Duration: Concentration

The Illusionist may use this many-faceted spell to project a variety of overwhelming emotions over a 40-foot by 40-foot square area within range. Subjects therein are entitled to a saving throw to resist in all cases. The various emotions and their effects are as follows:

Bloodlust: Causes mindless hostility against all perceived enemies. +2 on attack rolls and need never check morale.

Bravery: Immune to fear.

Despair: -75% morale.

Fear: Victims flee at top speed for one minute per level of the Illusionist and each has a 60% chance to drop any held items.

Hate: Roll 1d10 to determine the object of each victim's hate. 1-2 = enemies, 3-4 = allies, 5-7 = enemies and allies, 8 = themselves, 9-10 = the Illusionist. The victim will immediately attempt to attack the nearest object of hate. Grimly, self-hatred will typically result in spontaneous suicide attempts.

Fear

Spell Level: Illusionist, 3nd Level
Range: 60 feet
Duration: Instantaneous

The cone-shaped emanation of this spell (5 feet wide at its base, 30 feet wide at its farthest end) affects up to 4d10 random targets with one level/HD, 3d10 random targets with two levels/HD, 2d10 random targets of three levels/HD, 1d10 random targets of four levels/HD, 1d6 random targets of five levels/HD, and 1d4 random targets of six levels/HD. Creatures with more than six levels/HD are unaffected. Victims that fail their saving throws will flee at top speed for one minute per level of the Illusionist and each has a 60% chance to drop any held items.

Fog

Spell Level: Illusionist, 2nd Level
Range: Moves 6 feet per minute
Duration: 1 hour

This spell creates a 15-foot radius cloud of opaque vapor that blocks vision. The cloud moves slowly forward at a rate of six feet per minute unless strong winds push it in another direction instead. It is heavier than air and will sink to fill low areas.

Gaze Reflection

Spell Level: Illusionist, 1st Level
Range: 80 feet
Duration: 1 turn

While under the effect of this spell, the harmful gazes of such monsters as the medusa and basilisk will not affect the caster and will actually be reflected straight back at their sources as if by a mirror (subject to the limits of the spell's range).

Hypnotic Pattern

Spell Level: Illusionist, 2nd Level
Range: 120 feet
Duration: Concentration plus 1d6+3 minutes thereafter

The Illusionist projects a pattern of psychedelic undulating color that can hold beings beholding it motionless for the indicated duration. The pattern fills a caster-designated 30-foot by 30-foot square area within range and affects up to 4d6 random targets with one level/HD, 3d6 random targets with two levels/HD, 2d6 random targets of three or four levels/HD, and 1d6 random targets of five or six levels/HD. Creatures with more than six levels/HD are unaffected.

Hypnotism

Spell Level: Illusionist, 1st Level
Range: 80 feet
Duration: Until dispelled

Similar to charm person, hypnotism will bring a single humanoid under the Illusionist's influence. The victim must look the Illusionist in the eyes during casting, however, and the saving throw is made with a -2 penalty.

Illusionary Script

Spell Level: Illusionist, 3nd Level
Range: Touch
Duration: Permanent

A single casting of illusionary script is sufficient to allow for the scribing of up to one standard size page's worth of special magical writing. Such writing can only be comprehended by the specific person or class of persons designated by the Illusionist, in a manner akin to magic mouth. All others making the attempt must succeed at a saving throw to avoid confusion (per the spell) for 1d6 turns.

Improved Invisibility

Spell Level: Illusionist, 4th Level
Range: 240 feet
Duration: 4 minutes plus 1 minute/level

As invisibility 10-foot radius, except for duration and the fact that subjects may attack without ending the invisibility prematurely.

Improved Phantasmal Force

Spell Level: Illusionist, 2nd Level
Range: 240 feet
Duration: Concentration plus 3 minutes thereafter

This spell is functionally identical to phantasmal force, except for duration and the fact that the Illusionist can move freely without losing concentration.

Mass Suggestion

Spell Level: Illusionist, 6th Level
Range: Shouting distance
Duration: 1 week

As suggestion, except the caster may choose to affect 1d8 targets (who each save as normal) or a single target (who saves with a -4 penalty). Only a single suggestion is possible per casting, regardless of the number of targets affected.

Major Creation

Spell Level: Illusionist, 5th Level
Range: 10 feet
Duration: Varies

The Illusionist may create up to 30 pounds/level of inanimate matter. Soft goods, such as those made of wood, will remain permanently. Mineral and metallic ones will eventually vanish. The harder the material, the shorter its existence. Gold, for example, persists for but one day.

Minor Creation

Spell Level: Illusionist, 4th Level
Range: 10 feet
Duration: 4 days plus 1 day/level

The Illusionist may create up to 10 pounds/level of soft inanimate matter (no harder than the hardest of woods). All such matter will vanish upon expiration of the spell.

Misdetection

Spell Level: Illusionist, 2nd Level
Range: 30 feet
Duration: 1 minute/level

While this spell lasts, the caster may attempt to tamper with detection spells cast nearby. A detect evil or detect magic, for example, could provide false results if the Illusionist so desired. The success rate for this is the same as a casting of dispel magic.

Nondetection

Spell Level: Illusionist, 3nd Level
Range: Caster only
Duration: 2 turns/level

Detection spells (detect evil, etc.) will not function on the Illusionist while this spell is in effect. Additionally, the Illusionist is treated as though wearing an Amulet Against Scrying.

Paralyzation

Spell Level: Illusionist, 3nd Level
Range: 180 feet
Duration: Until dispelled

Targets with a collective level/HD total no greater than twice the Illusionist's own level are paralyzed if they fail their saving throws. The effect is permanent until dispelled or voluntarily lifted by the Illusionist.

Permanent Illusion

Spell Level: Illusionist, 6th Level
Range: 240 feet
Duration: Until dispelled

As spectral force, except for duration.

Phantasmal Killer

Spell Level: Illusionist, 3nd Level
Range: 60 feet
Duration: Until resolved (see below)

This spell affects a single target, manifesting as an unspeakably horrid avatar of that targets's own worst fears. Only the Illusionist and the target can see this frightful beast, which truly only exists in its would-be victim's mind. As such, there is no attacking or evading a phantasmal killer. The only possible defense is disbelief and failure to disbelieve spells instant death. Successfully disbelieving requires rolling the target's Intelligence score or less on 3d6. Treat the Intelligence score as five points higher if the target has faced a phantasmal killer before, one point higher if the target is an Illusionist, and three points higher if the target is endowed with telepathic powers, either naturally or through the use of magic spells or devices. These modifiers are cumulative. In the last case, a disbelieving telepath may even opt to turn the phantasmal killer against the Illusionist that made it!

Prismatic Spray

Spell Level: Illusionist, 7th Level
Range: 70 feet
Duration: Instantaneous

This spectacular display of sorcerous might causes a variety of colored rays to fan out across a horizontal plane 5 feet wide at its base and 15 feet wide at it farthest point 70 feet distant from the Illusionist. Every being in that area will be struck by one or more rays, each of which corresponds to one of the layers of a prismatic sphere spell and inflicts the same harmful effect noted in that spell's description. Roll 1d8 for each target: 1 = red, 2 = orange, 3 = yellow, 4 = green, 5 = blue, 6 = indigo, 7 = violet, 8 = struck twice (roll again twice, ignoring any 8s).

Programmed Illusion

Spell Level: Illusionist, 6th Level
Range: 240 feet
Duration: 12 minutes (see below)

As spectral force except the Illusionist describes a pre-set illusion to be triggered on the spot in question at a later time. The trigger can either be a follow-up command from the Illusionist or the occurrence of some specified event (such as another intelligent being walking through a doorway or touching a particular object). The spell will remain dormant indefinitely until triggered, only then being subject to the 12 minute duration.

Shadow Magic

Spell Level: Illusionist, 4th Level
Range: Varies
Duration: Varies

Shadow magic seemingly takes the form of a number of other spells, one of the Illusionist's choice per casting. Since much of the spell's actual substance is comprised of semi-real shadowstuff, however, the effects are correspondingly weaker. Fireball and lightning bolt deal 1d6 damage for every four levels of the Illusionist, rounded down. Wall of fire and wall of ice deal 1d2 damage. Death spell kills 1d8 victims with no more than 1 level/HD each.

Shadow Monsters

Spell Level: Illusionist, 4th Level
Range: 30 feet
Duration: 1 minute/level

This spell summons up quasi-real monsters of any type desired to serve the caster, provided their total HD doesn't exceed the Illusionist's own level. Regardless of type, the creatures will have no special abilities (magic use, level drain, etc.), be AC 9[10], and possess only 20% of their regular HD, rounded up. Shadow monsters take double damage from silver weapons.

Shadow Monsters III

Spell Level: Illusionist, 6th Level
Range: 30 feet
Duration: 1 minute/level

As shadow monsters, except the creatures have 60% of their regular HD, AC 7[12], and the maximum HD summonable is equal to twice the Illusionist's level.

Spectral Force

Spell Level: Illusionist, 3nd Level
Range: 240 feet
Duration: Concentration plus 5 minutes thereafter

As phantasmal force, except for duration and fact that the illusion can have auditory, olfactory, and thermal components in addition to visual ones.

Summon Shadow

Spell Level: Illusionist, 5th Level
Range: Close
Duration: Until mission is completed

As invisible stalker, except the supernatural being summoned is a shadow. More specifically, one shadow for every five levels of the Illusionist, rounded down.

True Sight

Spell Level: Illusionist, 6th Level
Range: Sight
Duration: Level plus 1d6+10 minutes

While this spell is active, the caster perceives all things as they truly are. Invisible, ethereal, and astral beings are plain to see. Anything under the effect of polymorph and similar shapechanging effects appears in its original form. Even a being's alignment, class, level, and general intentions can be discerned.

Ventriloquism

Spell Level: Illusionist, 1st Level
Range: 90 feet
Duration: 5 minutes

The Illusionist's voice is able to be projected from any point within range.

Vision

Spell Level: Illusionist, 7th Level
Range: Caster only
Duration: One question

In seeking a vision, the Illusionist reaches out to alien intelligences on distant planes of reality in search of the answer to any single question. The result is determined by making a reaction roll with a +2 bonus. A positive result means a full and accurate answer. A neutral reaction means a moderately useful, if incomplete response. A negative reaction results in no useful information and subjects the unfortunate Illusionist to a quest spell cast by the offended higher power.

Wall of Fog

Spell Level: Illusionist, 1st Level
Range: 160 feet
Duration: Concentration

The opaque vapors created by this spell block vision but have no other effects. The caster may choose to create a straight wall 60 feet long and 20 feet high, or a circular wall with a 15-foot radius, also 20 feet high.