Illusionist
A mage specialised in Illusion.
Specialisation
Requirements
Advancement
Illusionist experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d4 |
| 2 | 2,500 | 2d4 |
| 3 | 5,000 | 3d4 |
| 4 | 10,000 | 4d4 |
| 5 | 20,000 | 5d4 |
| 6 | 40,000 | 6d4 |
| 7 | 60,000 | 7d4 |
| 8 | 90,000 | 8d4 |
| 9 | 135,000 | 9d4 |
| 10 | 250,000 | 10d4 |
| 11 | 375,000 | 10d4+1 |
| 12 | 750,000 | 10d4+2 |
| 13 | 1,125,000 | 10d4+3 |
| 14 | 1,500,000 | 10d4+4 |
| 15 | 1,875,000 | 10d4+5 |
| 16 | 2,250,000 | 10d4+6 |
| 17 | 2,625,000 | 10d4+7 |
| 18 | 3,000,000 | 10d4+8 |
| 19 | 3,375,000 | 10d4+9 |
| 20 | 3,750,000 | 10d4+10 |
Combat
Illusionist THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 20 |
| 4 | 19 |
| 5 | 19 |
| 6 | 19 |
| 7 | 18 |
| 8 | 18 |
| 9 | 18 |
| 10 | 17 |
| 11 | 17 |
| 12 | 17 |
| 13 | 16 |
| 14 | 16 |
| 15 | 16 |
| 16 | 15 |
| 17 | 15 |
| 18 | 15 |
| 19 | 14 |
| 20 | 14 |
Illusionist saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 14 | 11 | 13 | 15 | 12 |
| 2 | 14 | 11 | 13 | 15 | 12 |
| 3 | 14 | 11 | 13 | 15 | 12 |
| 4 | 14 | 11 | 13 | 15 | 12 |
| 5 | 14 | 11 | 13 | 15 | 12 |
| 6 | 13 | 9 | 11 | 13 | 10 |
| 7 | 13 | 9 | 11 | 13 | 10 |
| 8 | 13 | 9 | 11 | 13 | 10 |
| 9 | 13 | 9 | 11 | 13 | 10 |
| 10 | 13 | 9 | 11 | 13 | 10 |
| 11 | 11 | 7 | 9 | 11 | 8 |
| 12 | 11 | 7 | 9 | 11 | 8 |
| 13 | 11 | 7 | 9 | 11 | 8 |
| 14 | 11 | 7 | 9 | 11 | 8 |
| 15 | 11 | 7 | 9 | 11 | 8 |
| 16 | 10 | 5 | 7 | 9 | 6 |
| 17 | 10 | 5 | 7 | 9 | 6 |
| 18 | 10 | 5 | 7 | 9 | 6 |
| 19 | 10 | 5 | 7 | 9 | 6 |
| 20 | 10 | 5 | 7 | 9 | 6 |
Magic
Illusionist spell slots
Spells castable per day at each level, before any bonus from a high score.| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | — | — | — | — | — | — | — | — |
| 2 | 3 | — | — | — | — | — | — | — | — |
| 3 | 3 | 2 | — | — | — | — | — | — | — |
| 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | 5 | 3 | 2 | — | — | — | — | — | — |
| 6 | 5 | 3 | 3 | — | — | — | — | — | — |
| 7 | 5 | 4 | 3 | 2 | — | — | — | — | — |
| 8 | 5 | 4 | 4 | 3 | — | — | — | — | — |
| 9 | 5 | 4 | 4 | 3 | 2 | — | — | — | — |
| 10 | 5 | 5 | 4 | 3 | 3 | — | — | — | — |
| 11 | 5 | 5 | 5 | 4 | 4 | — | — | — | — |
| 12 | 5 | 5 | 5 | 5 | 5 | 2 | — | — | — |
| 13 | 6 | 6 | 6 | 5 | 5 | 3 | — | — | — |
| 14 | 6 | 6 | 6 | 5 | 5 | 3 | 2 | — | — |
| 15 | 6 | 6 | 6 | 6 | 6 | 3 | 2 | — | — |
| 16 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 2 | — |
| 17 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | — |
| 18 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 3 | 2 |
| 19 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | 4 | 2 |
| 20 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 3 |
Kits
Academician
A scholarly wizard devoted to research and knowledge — brilliant, but no warrior.
Benefits
- +3 reaction bonus from any NPC who knows his scholarly reputation, is a correspondent, or is an intellectual/author/researcher/teacher/journalist/scholar.
- Bonus to all checks AND checks (age/-scaled, Table 5).
Hindrances
- Poor fighter: -1 to hit on his FIRST blow against any opponent in (removed on subsequent blows vs the same foe; resets when he attacks a new opponent).
- A know-it-all who freely offers unsolicited opinions.
Amazon Sorceress
A warrior-mage of a matriarchal warrior culture, combining sorcery and the spear.
Benefits
- Underestimated by males who've never faced Amazons: +3 to hit and +3 on her FIRST blow only, the first time such a male opponent encounters her. Does not apply to opponents 5th or higher, or from cultures used to Amazons.
Hindrances
- -3 reaction from of male-dominated societies (fades once they come to know and respect her).
Anagakok
A wizard-shaman of a harsh-climate tribe who finds plenty in the barren wild and blesses his people.
Benefits
- Find food in even the most barren environment: each day, enough to feed himself plus a number of people equal to his .
- Cast a special 'good fortune' on himself + others once per week: lasts a number of equal to his level, and all opponents suffer -1 to hit those affected.
Hindrances
- Strange appearance (leathery skin or coarse all-over hair): -2 reaction from all unfamiliar with Anagakok culture.
- Suffers penalties when exposed to environments radically different from his harsh homeland.
Militant Wizard
A war-wizard who trades arcane breadth for weapons training and battlefield endurance.
Benefits
- Free bonus Weapon (does not use any wizard proficiency slot), chosen from the 's weapon list.
- Can take certain Warrior nonweapon at reduced slot cost (Mountaineering/Running/Set Snares at 1 slot).
Hindrances
- Limited spell access: are barred from extra oppositional schools (Table 6); a Militant mage takes one DM-chosen limit — no 8th/9th- spells, OR learns spells as if Int were 2 lower.
Mystic
An introspective wizard-ascetic whose daily meditation unlocks mind-over-body powers.
Benefits
- Choose ONE at creation (never changes). (1) Feign Death 1/week (as the 3rd- wizard spell, on himself, up to 24 hours, wake anytime; concentrate 1 , no components).
- (2) Spirit Form 1/week: become a flying ghostly cloud (MV 24, MC B), pass through tiny cracks, unlimited distance same-plane, invulnerable to all attacks (dispel magic returns him); body stays comatose and damageable; up to 24 hours; concentrate 1 .
- (3) Levitate Self 1/week: rise 10 yds/, hover/descend at will, carry normal max weight, lasts 1 hour, and NO attack penalty with missile weapons while levitating; concentrate 1 round; ends when he touches ground.
Hindrances
- Must meditate 2 consecutive hours/day at a fixed time chosen at creation (never changeable). If he misses, can't perform, or is interrupted >1 minute total, the NEXT day he casts only as many spells as a wizard ONE LOWER than his actual level.
Patrician
An aristocratic wizard of wealth and breeding — refined, connected, and insufferably particular.
Benefits
- +3 reaction from nobles of his own culture, +2 from nobles of other cultures.
- Can demand free shelter from any fellow noble of his own culture, for himself + 2 persons per .
- Begins with more starting money than other wizards.
Hindrances
- Accepts nothing but the best: pays 10% to 100% MORE than the Player's Handbook listed price on every purchase (DM sets the markup per item/locale).
Peasant Wizard
A humble wizard of stock who champions the masses and forsakes wealth.
Benefits
- In his homeland, always given free food and shelter by fellow commoners (extends to companions he vouches for).
- +2 reaction from peasants in ANY culture.
Hindrances
- Vow of poverty: aside from weapons, may own only ONE item worth up to 15 gp; all other possessions must be worth 10 gp or less (total wealth strictly capped).
Savage Wizard
A tribal wizard of talisman-and-totem shamanic magic from a primitive culture.
Benefits
- Choose ONE at creation (never changes). (1) Protective Talisman 1/week: an herb pouch worn on a cord giving the wearer protection from evil (as the 1st- spell) for a full day; takes 1 hour to make; dispel magic cancels it.
- (2) Replicant 1/week: craft a 6-inch clay figure of a chosen victim (must contain a lock of the victim's hair, etc.) for voodoo-style sympathetic magic per the source.
Hindrances
- Strange appearance and manners: -2 reaction from all not of his own tribe.
Witch
A wizard who draws her craft from extraplanar patrons — gaining witch-powers by , but feared and hunted by the superstitious.
Benefits
- Begins knowing detect magic and read magic for free (in addition to normal spells).
- Gains natural once-per-week powers as she (don't count against spells known/used): L3 secure familiar (find familiar without the gp cost); L5 brew calmative (sleep-coated weapon, no effect >8 HD, allowed); L7 brew poison ( L contact poison, one weapon); L9 beguile (as charm person/monster, vs <=8th level / <=8 HD, NO save); L11 brew flying ointment (as fly); L13 witch's curse (as bestow curse, automatic, no save, 1d8 effect table).
Hindrances
- No experience bonus for high ; cannot be multi-classed or dual-classed.
- -3 reaction normally (unless NPC is open-minded or has Int OR Wis 13+); -5 from uneducated/superstitious or those with both Int and Wis under 10.
- Risks a hostile mob if she lingers in a superstitious community: ~20% chance of a 4d6 mob after a day, +20% and +2d6 each additional day.
Wu Jen
An eastern mystic-wizard bound by escalating personal taboos, able to unleash a spell at maximum power.
Benefits
- From 4th , once per day he can cast any ONE spell that is 3+ levels lower than his level at MAXIMUM effect (max range, duration, and effect). E.g. a 4th-level Wu Jen maximizes a 1st-level spell.
Hindrances
- Bound by personal taboos: 1 at 1st , +1 every 5 levels (6th, 11th, ...). Violating a taboo causes the DM-chosen penalty — lose levels, lose spells, illness, or even death.
Imagemaker
The creation-illusion maestro: a gnome who builds castles out of nothing and lets other people walk into them.
Benefits
- Mastery of the something-from-nothing illusions: the phantasmal force family, minor creation, shadow monsters, programmed illusion, shades and their kin.
- A concentration-based illusion persists 2d6 (2-12) after concentration ends, repeating its established pattern and reacting to nothing.
Hindrances
- May not learn greater divination spells, nor any conjuration/summoning spell.
Vanisher
A in not being there, professionally and on principle.
Benefits
- Enhanced casting of invisibility spells and of the appearance-altering and sense-impairing illusions — blur, change self, blindness, deafness and their kin.
- Can brew a crude dust of disappearance from flour. The at which this becomes possible is a DM call.
Buffoon
A jester who barters in gems and lets everyone assume the motley means harmless.
Benefits
- Spell-breaking heckle: with won and a shared language, a jibe forces the caster to make a check, modified up or down by the differential, or the casting is ruined.
- Bard-style crowd influence (PHB p. 42), and a counter-song against magical song and poetry attacks (PHB p. 44).
Hindrances
- Must always look ridiculous. Reaction consequences are the DM's to apply.
Shinobi Illusionist
The clan's illusionist — the whose is what a clan wants most.
Benefits
- Silently, Hide in Shadows and Read Languages at a base of 10% each, plus 10 discretionary points per .
- May learn the () spells — every except the illusionist's own barred ones (Invocation/Evocation, Necromancy and Abjuration), intersected with the ninja list.
- No more than half a clan is -. A clan member of any other class MUST take their — it is not an optional choice within the clan.
Hindrances
- Reads PHB Table 4 at -1 — one point better than the Mage's -2.
- Full clan obligation, identical to a 's: assignments are not optional, and the clan's interest outranks every other .
Notes
- Casts from a spellbook; no specialization.
- Scribe scrolls and brew potions from 9th .