- See also Illusionist (PHB) and Specialist Wizard (POSM)#Illusionist.
Wizard Group |
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Classes |
Mage · Specialist Wizard · Channeller · Warlock · Defiler · Preserver |
Schools of Philosophy |
Abjurer Conjurer Diviner Enchanter Illusionist Invoker Necromancer Transmuter |
Schools of Effect |
Elementalist Dimensionalist Force Mage Mentalist Shadow Mage |
Schools of Thaumaturgy |
Alchemist Artificer Geometer Song Mage Wild Mage |
Elite Specialist |
Chronomancer |
Spells by School |
Wizard Spells by School |
Ability Score Requirements: |
Intelligence 9 Dexterity 16 |
Prime Requisite: | Intelligence |
Races Allowed: | Human, Gnome |
Alignment Allowed: | All |
- The illusionist is Specialist Wizard who specializes in Illusion/Phantasm Spells.
- +1 bonus for saving throws against Illusion/Phantasm Spells.
- Other have -1 penalty when rolling saving throws against an Enchanter's Illusion/Phantasm Spells.
- One extra spell slot at each spell level. This slot has to be an Illusion/Phantasm Spell.
- +15% chance when learning Illusion/Phantasm Spells.
- -15% chance when learning spells from other school.
- Learns one Illusion/Phantasm at level up.
- Cannot Learn Necromancy, Invocation/Evocation, and Abjuration spells.
From Player's Option: Spells & Magic (Optional):
- Cannot Learn Alchemy, Artifice, Geometry, Song, & Wild Magic spells.
- At 8th level, saving throws against Illusion/Phantasm Spells increases to +2 bonus total
- At level 11, 3 times per day, can cast dispel phantasmal force or dispel improved phantasmal force.
- The base chance of success is 50%, ±5% per level difference between the illusionist and the caster of the phantasmal force.
- Range 30 yards, casting time of 1, Somatic only.
- Casting on something real uses one of the 3 daily charges.