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School of Illusion
Requires the use of the
Dungeons & Dragons® Player's Handbook,
Third Edition, published by Wizards of the Coast ®
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School of Illusion
Credits
LEAD DEVELOPER
Kevin Wilson
MANAGING DEVELOPER
Greg Benage
WRITING
Michael Ferguson, Scott Gearin, Lysle Kapp, Lizard, Sam J. E. Point, Kevin Wilson
INTERIOR ILLUSTRATIONS
Ed Cox, Britt Martin, Patricio Soler, Kieran Yanner
GRAPHIC DESIGN
Brian Schomburg
COVER DESIGN
Brian Schomburg
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
System License version 1.0. A copy of this License can be found at
www.wizards.com.
EDITING
Greg Benage, Kevin Wilson
Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
ART DIRECTION
Kevin Wilson
Copyright © 2003 Fantasy Flight Publishing Inc. Legends and Lairs is
a trademark of Fantasy Flight Publishing Inc. All rights reserved.
LAYOUT
Kevin Wilson
PUBLISHER
Christian T. Petersen
PRINTING
Bang Printing
FANTASY FLIGHT GAMES
1975 W. County Rd. B2, Suite 1
Roseville, MN 55113
651.639.1905
www.fantasyflightgames.com
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Table of Contents
Introduction
3
Disciplines
3
Devoted Illusionist Core Class
4
Prestige Classes
Arcane Herald
7
Deceiver
9
Dread Lord
11
Lord of Illusion
13
Master of the Ruse
15
Mind Master
17
Mystic Infiltrator
19
Shadowmancer
21
Unseen Master
23
New Feats
25
Visual Guide to Illusions
26
Alphabetical Listing of Spells
33
New Equipment
52
New Magic Items
58
Illusion
Glamer: A glamer spell changes a subject's senso-
ry qualities, making it look, feel, taste, smell, or sound
like something else, or even seem to disappear.
Pattern: Like a figment, a pattern spell creates an
image that others can see, but a pattern also affects the
minds of those who see it or are caught in it. All patterns
are mind-affecting spells.
Phantasm: A phantasm spell creates a mental
image that usually only the caster and the subject (or sub-
jects) of the spell can perceive. This impression is totally
in the minds of the subjects. It is a personalized mental
impression. (It's all in their heads and not a fake picture or
something that they actually see.) Third parties viewing or
studying the scene don't notice the phantasm at all. All
phantasms are mind-affecting spells.
Shadow: A shadow spell creates something that is
partially real (quasi-real). The caster weaves it from
extradimensional energies. Such illusions can have real
effects. If a creature takes damage from a shadow illusion,
that damage is real.
Saving Throws and Illusions (Disbelief):
Creatures encountering an illusion effect usually do not
receive saving throws to recognize it as illusory until they
study it carefully or interact with it in some fashion.
A successful saving throw against an illusion
reveals it to be false, but a figment or phantasm remains
as a translucent outline.
A failed saving throw indicates that a character
fails to notice something is amiss. A character faced with
incontrovertible proof that an illusion isn't real needs no
saving throw. If any viewer successfully disbelieves an
illusion and communicates this fact to other viewers, each
such viewer gains a saving throw with a +4 bonus.
Illusion spells deceive the senses or minds of oth-
ers. They cause people to see things that are not there, not
see things that are there, hear phantom noises, or remem-
ber things that never happened. Illusions come in five
types: figments, glamers, patterns, phantasms, and shad-
ows.
Figment: A figment spell creates a false sensation.
Those who perceive the figment perceive the same thing,
not their own slightly different versions of the figment. (It
is not a personalized mental impression.) Figments cannot
make something seem to be something else. A figment
that includes audible effects cannot duplicate intelligible
speech unless the spell description specifically says it can.
If intelligible speech is possible, it must be in a language
the character can speak. If the character tries to duplicate
a language the character cannot speak, the image pro-
duces gibberish. Likewise, the character cannot make a
visual copy of something unless the character knows what
it looks like.
Because figments and glamers (see below) are
unreal, they cannot produce real effects the way that other
types of illusions can. They cannot cause damage to
objects or creatures, support weight, provide nutrition,
illuminate darkness, or provide protection from the ele-
ments. Consequently, these spells are useful for con-
founding or delaying foes, but useless for attacking them
directly. For example, it is possible to use a silent image
spell to create an illusory cottage, but the cottage offers no
protection from rain. A clever caster, however, can take
pains to make the place look old and decrepit, so that the
rain falling on the occupants seems to fall from a leaky
roof.
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Welcome!
Fantasy Flight Games is pleased to present
School of Illusion , the third softcover book in
our Legends & Lairs line of sourcebooks for
the d20 System. School of Illusion is an explo-
ration of the arcane school of Illusion intended
for use by both DMs and players.
In this book, you’ll find new prestige
classes, new magic items, new feats, and more
than 60 new spells in the school of Illusion.
to illusions. Typically, these are the only illu-
sions with a tactile element to them.
The message discipline is used to com-
municate with others—either through magical
speech, text, or dreams.
Spells in the terror discipline strike at the
victim’s subconscious, driving his most dread-
ed, innermost fears to the surface. Nightmares
and madness also fall into this discipline.
Finally, the true illusion discipline con-
tains those spells that create false images,
sounds, etc., in a straightforward manner. These
spells are the backbone of the school of Illusion.
The Open Game License
The Disciplines
This book introduces the concept of sub-
schools of magic, or “disciplines.” These are
small, commonly themed groups of spells
similar to divine domains, but intended
for arcane spellcasters. In School of
Illusion, there are 9 disciplines of
magic, themed according to the tasks
or spell effects that most typify
Illusion magic: avoidance (avoid),
deception (decep), disguise (disg),
fascination (fasc), invisibility
(invis), message (mess), shadow
(shad), terror (terr), and true illusion
(true). Each discipline is briefly
described below.
The avoidance discipline employs
illusions to create quick diversions, art-
ful misdirection, and colorful escapes
rather than creating intricate fantasies.
The deception discipline is
most useful for misleading other
spellcasters for one reason or
another. In particular, these spells
are the bane of diviners.
Disguise spells often alter a target’s
features, making him appear like someone else.
Spells that trade or alter physical features
belong in this category.
The nature of the fascination discipline
leads to two basic sorts of spells: those involv-
ing mesmerization, which inspire a child-like
wonder or awe, and those involving obsession,
which invariably leads to dangerous fixations
that can lead to a sinister end.
Spells in the invisibility discipline con-
ceal someone or something from sight.
Spells from the shadow discipline fall
into two categories. Either they are related to
darkness and shadows, or they use energy from
the Plane of Shadow to give partial substance
School of Illusion is published under the
terms of the Open Game License
and d20 System Trademark
License. The OGL allows us to
use the d20 System core
rules and to publish gam-
ing material derived
from those rules.
In fact, material
that is strictly rules
related is Open
Content. You can use
this material in your
own works, as long
as you follow the
conditions of the
Open Game
License. You can
copy the material to
your website or even
put it in a book that
you publish and sell.
Not everything in
this book is Open
Content, however. The names
of feats, spells, disciplines, magic items, class-
es, and the game statistics, mechanics, and rules
derived from the d20 SRD are designated as
Open Content. The descriptions of the feats,
spells, disciplines, classes, and magic items are
closed content and cannot be republished,
copied, or distributed without the consent of
Fantasy Flight Games.
All illustrations, pictures, and diagrams in
this book are Product Identity and the property
of Fantasy Flight Publishing, Inc., © 2003.
The Open Game License is printed in its
entirety at the end of this book. For further infor-
mation, please visit the Open Gaming Foundation
website at www.opengamingfoundation.org.
3
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The Devoted Illusionist
Devoted illusionists are practitioners of the
arcane arts who have dedicated their lives
entirely to exploring and expanding the study
of illusion. Unlike a specialist, a devoted illu-
sionist is incapable of casting other schools of
magic. However, this intense focus is what
allows them to completely master their chosen
field of study.
Adventures: Devoted illusionists, like
wizards, come from all walks of life. The only
real requirements are a glib tongue, sharp wits,
and the opportunity for study. Because of their
specialization, there is often a camaraderie
between devoted illusionists that can transcend
alignment. Other devoted illusionists are seen
as colleagues in the same field of study, if per-
haps a bit misguided or naive. In fact, devoted
illusionists of 15th level or higher will often
refuse to duel one another directly, since most
of their spells are worthless against each other.
Characteristics: Devoted illusionists rely
as much on their wits as on their magic. An illu-
sion in the hands of a clever and creative illu-
sionist can be infinitely more effective than one
used in a boring and repetitive manner by a less
intelligent spellcaster. Devoted illusionists con-
stantly re-examine their spells seeking out new
uses that they’ve previously overlooked.
Alignment: As master deceivers and
liars, devoted illusionists are always chaotic.
Good-aligned devoted illusionists often dislike
the casual taking of life and use their powers to
avoid it, while evil-aligned devoted illusionists
usually see direct combat as a waste of
resources and effort, preferring to trick their
way out of such conflicts.
Religion: Devoted illusionists usually
worship gods or goddesses of trickery and
magic, when they worship at all. Typically,
they only remember their gods at all when they
find themselves in trouble.
Background: Devoted illusionists often
set out to become wizards initially, but find them-
selves falling into this specialty either through
chance or choice. Very few actively seek out
membership in this class from an early age.
Some become devoted illusionists
because that was what their mentor taught
them. Others turn to illusion either because of
their own playful nature or because the raw
destructiveness of other forms of magic sick-
ened them.
Races: Gnomes, obviously, often show
great potential as devoted illusionists. Their
inherent understanding of illusions aids them in
every step of their education. Humans,
halflings, elves, and half-elves are the next
most common devoted illusionists, while half-
orc and dwarf devoted illusionists are extreme-
ly rare.
Other Classes: Devoted illusionists pre-
fer to work with others who understand the fre-
quent need for a “light touch” when adventur-
ing. Rogues, bards, clerics, druids, monks,
rangers and other classes that dislike frontal
assaults and “noisy” conflicts are near and dear
to a devoted illusionist’s heart. Such a party of
adventurers can often complete an entire mis-
sion without ever shedding blood.
On the other hand, barbarians, fighters,
paladins, sorcerers, wizards, and other classes
that prefer loud explosions and brutal toe-to-
toe fights are considered crass and ignorant by
the devoted illusionist’s standards.
Game Rule Information
Devoted illusionists have the following game
statistics.
Abilities: A devoted illusionist needs
high scores in Intelligence and Dexterity, just
like a wizard. However, a high Charisma is
much more desirable to the devoted illusionist,
who needs to bluff or negotiate through situa-
tions much more often. A high Constitution is
beneficial, as always, but a high Wisdom can
serve as insurance against madness or having
the character’s own spells reflected against her.
Strength is perhaps the only ability that the
devoted illusionist has little use for, disdaining
brute force in order to trick or beguile oppo-
nents.
Alignment: Any chaotic.
Hit Die: d4.
Starting Gold: 4d4 x 10 gp.
Class Skills
The devoted illusionist’s class skills (and the
key ability for each skill) are Alchemy (Int),
Bluff (Cha), Concentration (Con), Craft (Int),
Diplomacy (Cha), Disguise (Cha), Knowledge
(all skills, taken individually) (Int), Profession
(Wis), Scry (Int, exclusive skill), and Spellcraft
(Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int
modifier.
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