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Illusionist

Illusionists cast spells that work through deception. Some Illusionist spells have real effects, however, because Illusionists learned long ago that if everything they did was an illusion, people caught on. Now they balance real magic, illusions, and sheer trickery or sleight of hand   

Allowed Classes sorcerer

Discipline Main Statistic Dexterity

Racial Restrictions None 

Saves the illusionist can add to any save vs. illusions and to any checks to disbelieve in illusions. 

Imaginary Friend- Bonus 1st may have an Illusionary familiar (Shadow-type see page 158 of the players handbook for more information). If someone successfully disbelieves in the familiar it slowly dissolves into mist for 24 hours when it can be summoned back to the Illusionist, a whistle or other appropriate animal call is all that is necessary. If the familiar is "killed" all normal rules for familiars apply.

As a shadow (semi-real illusion) the familiar takes on a life and personality of it's own drawing it's personality from the Illusionists subconscious. Illusionists can control the familiar in unusual ways. At a cost of one Karma the Illusionist can "Call" their familiar and it will arrive in 1d4 rounds regardless of the distance between the two. Also at the cost of one Karma the Illusionist can have the familiar "Go Play" it will come back in one hour. Not even the Illusionist is sure where the familiar goes during this time. Once each year and a day for one Karma the Illusionist may change the form of the familiar, including to grant it a new form allowed from new feats that affect familiars. The personality of the familiar may change at this time (GM discretion). Also if the Illusionist has the Willpower talent they may use it to modify their familiar as they modify all illusions (i.e. add to their to hit or saves or any saves that requires others to make).

If anyone thinks of any other "Tricks" to teach your Imaginary Friend please send them to the Webmaster and we will add them to the site.

 

Skills

Use the Wizard from the player’s handbook with the following changes. 

Skill Points

At 1st level Illusionists get 3 + Int mod X 4

Each additional level 3 + Int mod 

Add the following Class Skills

Bluff, Disguise, Perform, Slight of Hand (Pick Pockets), Sense Motive, and Spot.

Spells 

Illusionists are specialist wizards gaining all the bonuses outlined on page 54 of the PH for spells in the school of Illusion. 

To offset these bonuses they may not cast any spell in the Schools of Nethermancy or Divination. 

Illusionists get the metamagic feat: Ground Spell for free at 3rd level

For Illusionists all spells that have an Elemental/damage aspect or summoning effect [fire, earth, air, water, force etc, summon monster] is an Illusion (it can be memorized in a bonus slot) and can be saved against as such. (In addition to any other saves the target receives a save vs. Will 10+ spell level + Int Mod =DC for no damage) 

Ground Spell [metamagic]

You can ground your spells in this world making their effects real

Prerequisites: 3rd level Illusionist

Benefit: A grounded spell is treated as a real spell in all aspects and no longer receives an automatic will save for no damage. A grounded spell uses up a spell slot one level higher then the spell’s actual level. Only damaging spells and summoning spells that are not illusions in the core rules are affected.

School of Illusion 

Remove the spells Shadow Evocation and Shadow Conjuration all other spells remain .

 

Talents  

Disguise Self- a Illusionist that takes this Talent receives disguise as a class skill. 1 Karma the Illusionist uses minor Illusionary magic to disguise herself you gain the +2 bonus as if you had a disguise kit. The illusion lasts for 30 minutes. Each extra Karma adds a +3 to the disguise roll or 30 minutes to the duration.

Dead Fall- 1 Karma when then Illusionist takes damage in combat she can create a glamer of herself of her body killed by the damage and her real body disappears from the senses. No will save is allowed if the Illusionist takes no actions and does not move. If the Illusionist moves or takes an action a will save is automatically granted to all in view of the "body" if the Illusionist moves more then five feet from the glamer of her body it disappears. The glamer lasts for as long as the illusionist stays in range. Each extra Karma can add five feet to the distance the illusionist can move from the glamer, +2 to the DC of the will save, or one round to the effect once she moves out of the range.

Fast Hand- an Illusionist that takes this Talent receives Pick Pockets as a class skill. 1 Karma allows the Illusionist to use levitation and illusion magic to use pick pockets at a range of 1 foot. Each extra Karma adds a +3 to the Pick Pockets roll or one foot to the range. All regular pick pockets modifiers effect the use of this Talent. 

Engaging banter-1 Karma any creature that can understand the language the Illusionist is using must make a will save or remain engaged in conversation with the Illusionist for as long as the Illusionist concentrates. Each extra karma adds either an extra creature or to the DC of the save at the Illusionist’s discretion. Range=DMSB x 10 feet. The effects are broken if the creatures are attacked. This Talent may not be used in combat.

Mind Blank-(11th Level) 1 Karma gives the Illusionist Mind Blank as per the spell for one hour. Each extra Karma adds one hour to the duration. 

True Sight (9th Level) 1 Karma gives the Illusionist True Sight as per the spell for one minute at a range of 10 feet. Each extra Karma can add 10 feet to the range or one minute to the duration.

Willpower (7th Level) 1 Karma can add either 1 damage to illusionary spells or 1 to the save DC of illusionary spells that the Illusionist casts. Extra Karma can add to either the DC or the damage