Illusionist

grokkngrognard
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grokkngrognard
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Illusionist

#1 Post by grokkngrognard »

Illusionist

Experience Points Level Title Level & HP (d4) Attack Bonus
0 Prestidigitator 1 0
2,350 Charmer 2 0
4,600 Dazzler 3 0
9,100 Glamourer 4 +1
18,100 Hypnotist 5 +1
35,100 Illusioneer 6 +1
60,100 Beguiler 7 +1
95,100 Phantasmalist 8 +2
145,100 Thaumaturge 9 +2
220,100 Arch Beguiler 10* +2
*An illusionist requires 220,100 experience points for each additional level beyond the 10th and gain 1 hit point per level plus Constitution Modifier (if applicable).

Ability Requirement: Int 15, Dex 16
Race & Level Limit: Human U, Gnome 12
Hit Dice: d4
Starting Gold Pieces: 20-80 (2d4x10

Weapons and Armor: Illusionists may not use armor or shields. Illusionists may use the dagger, darts, quarterstaff, or sling.
Languages: All illusionists begin play with Black Tongue, the language of the Dark Art.
Scrolls: Arcane spell-casters may write their own spell scrolls (250gp per level). One-week scribing time per spell level. Scrolls can hold a maximum of three spell levels. Only spells currently cast may be scribed.
Arcane Channeling: Illusionists may channel (cast) any Level 1 spell for Detect Magic or Read Magic.
Spell Memorization Limit: Arcane spell-casters may not memorize the same spell twice in one day without the use of a magical item.
Bonus Spells: All arcane spell casters with Intelligence 15 or higher receive one additional first level spell per day, and when reached, one second level spell per day.
Gnome Illusionists: Gnomes possess a natural aptitude for illusion magic (spell duration increased by 3 rounds).

Illusionist: Initial Spells
Offensive Defensive Utility
1-Phantasmal Force Detect Invisibility Audible Glamour
2-Light 2-Detect Illusion 2-Color Spray
3-1Mazakala's Glassy Facsimile 3-1Gaze Reflection 3-Dancing Lights
4-Mazakala's Imperfect Panic 4-Gaze Reflection 4-Hypnotism
5-Zyggyg's Phantasmal Man-Catcher 5-Wall of Fog 5-Eaiggard’s Wizard Vizard
6-Illusionist Choice 6-Illusionist Choice 6-Illusionist Choice
Initial Spells: Like magic-users, illusionists have apprenticed before setting out on their own and therefore begin play with Read Magic (Arcane), Detect Magic, and Write, in addition to one random Offensive, Defensive, and Utility Spell.


Ye Olde Illusionist Fast Pack
Pack 1: Quarterstaff (1d6), three Daggers (1d4), Backpack, Spellbook, Small Sack (4), Chalk, Caltrops (2), Quill, Scroll, Ink, Wineskin, Rations (7) (45gp).
Pack 2: Quarterstaff (1d6), six Darts (1d3), Dagger (1d4), Backpack, Spellbook, Large Sack (4), Candles (10), Rope (50 Feet), Garlic (3 Cloves), Quill, Scroll, Ink, Lock and Key, Wineskin, Rations (7) (64gp).
Pack 3: Dagger, six Darts (1d3), Sling and 20 Stones (1d4), Backpack, Spellbook, Lantern, Flask of Oil (4), Steel Mirror, 10 Foot Pole, Wineskin, Rations (7) (59gp)

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