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School of Illusion: A Compendium of Illusion Magic (Legends & Lairs, d20 System) PDF

66 Pages·2003·1.61 MB·English
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Preview School of Illusion: A Compendium of Illusion Magic (Legends & Lairs, d20 System)

Requires the use of the Dungeons & Dragons® Player's Handbook, Third Edition, published by Wizards of the Coast® School of Illusion Credits LEAD DEVELOPER Kevin Wilson MANAGING DEVELOPER Greg Benage WRITING Michael Ferguson, Scott Gearin, Lysle Kapp, Lizard, Sam J. E. Point,KevinWilson INTERIOR ILLUSTRATIONS Ed Cox, Britt Martin, Patricio Soler, Kieran Yanner GRAPHIC DESIGN Brian Schomburg ‘d20 System’and the ‘d20 System’logo are Trademarks owned by COVER DESIGN Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. Acopy of this License can be found at Brian Schomburg www.wizards.com. EDITING Dungeons & Dragons® and Wizards of the Coast® are Registered Greg Benage, Kevin Wilson Trademarks of Wizards of the Coast and are used with permission. ART DIRECTION Copyright © 2003 Fantasy Flight Publishing Inc. Legends and Lairs is a trademark of Fantasy Flight Publishing Inc. All rights reserved. Kevin Wilson LAYOUT KevinWilson 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 Table of Contents Introduction 3 Disciplines 3 s t Devoted Illusionist Core Class 4 n e Prestige Classes t n o Arcane Herald 7 C Deceiver 9 f o Dread Lord 11 e Lord of Illusion 13 l b A Masterof the Ruse 15 T 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:Aglamer spell changes a subject's senso- ry qualities, making it look, feel, taste, smell, or sound Illusion spells deceive the senses or minds of oth- like something else, or even seem to disappear. ers. They cause people to see things that are not there, not Pattern:Like a figment, a pattern spell creates an see things that are there, hear phantom noises, or remem- image that others can see, but a pattern also affects the ber things that never happened. Illusions come in five minds of those who see it or are caught in it. All patterns types: figments, glamers, patterns, phantasms, and shad- are mind-affecting spells. ows. Phantasm: A phantasm spell creates a mental Figment:Afigment spell creates a false sensation. image that usually only the caster and the subject (or sub- Those who perceive the figment perceive the same thing, jects) of the spell can perceive. This impression is totally not their own slightly different versions of the figment. (It in the minds of the subjects. It is a personalized mental is not a personalized mental impression.) Figments cannot impression. (It's all in their heads and not a fake picture or make something seem to be something else. A figment something that they actually see.) Third parties viewing or that includes audible effects cannot duplicate intelligible studying the scene don't notice the phantasm at all. All speech unless the spell description specifically says it can. phantasms are mind-affecting spells. If intelligible speech is possible, it must be in a language Shadow:Ashadow spell creates something that is the character can speak. If the character tries to duplicate partially real (quasi-real). The caster weaves it from a language the character cannot speak, the image pro- extradimensional energies. Such illusions can have real duces gibberish. Likewise, the character cannot make a effects. If a creature takes damage from a shadow illusion, visual copy of something unless the character knows what that damage is real. it looks like. Saving Throws and Illusions (Disbelief): Because figments and glamers (see below) are Creatures encountering an illusion effect usually do not unreal, they cannot produce real effects the way that other receive saving throws to recognize it as illusory until they types of illusions can. They cannot cause damage to study it carefully or interact with it in some fashion. objects or creatures, support weight, provide nutrition, A successful saving throw against an illusion illuminate darkness, or provide protection from the ele- reveals it to be false, but a figment or phantasm remains ments. Consequently, these spells are useful for con- as a translucent outline. founding or delaying foes, but useless for attacking them A failed saving throw indicates that a character directly. For example, it is possible to use a silent image fails to notice something is amiss. Acharacter faced with spell to create an illusory cottage, but the cottage offers no incontrovertible proof that an illusion isn't real needs no protection from rain. Aclever caster, however, can take saving throw. If any viewer successfully disbelieves an pains to make the place look old and decrepit, so that the illusion and communicates this fact to other viewers, each rain falling on the occupants seems to fall from a leaky such viewer gains a saving throw with a +4 bonus. 2 roof. to illusions. Typically, these are the only illu- Welcome! sions with a tactile element to them. The message discipline is used to com- municate with others—either through magical speech, text, or dreams. I Fantasy Flight Games is pleased to present N Spells in the terror discipline strike at the T School of Illusion, the third softcover book in victim’s subconscious, driving his most dread- R O our Legends & Lairs line of sourcebooks for ed, innermost fears to the surface. Nightmares D the d20 System. School of Illusion is an explo- U and madness also fall into this discipline. C ration of the arcane school of Illusion intended Finally, the true illusion discipline con- T for use by both DMs and players. tains those spells that create false images, IO In this book, you’ll find new prestige N sounds, etc., in a straightforward manner. These classes, new magic items, new feats, and more spells are the backbone of the school of Illusion. than 60 new spells in the school of Illusion. The Open Game License The Disciplines School of Illusion is published under the This book introduces the concept of sub- terms of the Open Game License schools of magic, or “disciplines.” These are and d20 System Trademark small, commonly themed groups of spells License. The OGLallows us to similar to divine domains, but intended use the d20 System core for arcane spellcasters. In School of rules and to publish gam- Illusion, there are 9 disciplines of ing material derived magic, themed according to the tasks from those rules. or spell effects that most typify In fact, material Illusion magic: avoidance (avoid), that is strictly rules deception (decep), disguise (disg), related is Open fascination (fasc), invisibility Content. You can use (invis), message (mess), shadow this material in your (shad), terror (terr), and true illusion own works, as long (true). Each discipline is briefly as you follow the described below. conditions of the The avoidance discipline employs Open Game illusions to create quick diversions, art- License. You can ful misdirection, and colorful escapes copy the material to rather than creating intricate fantasies. your website or even The deception discipline is put it in a book that most useful for misleading other you publish and sell. spellcasters for one reason or Not everything in another. In particular, these spells this book is Open are the bane of diviners. Content, however. The names Disguise spells often alter a target’s of feats, spells, disciplines, magic items, class- features, making him appear like someone else. es, and the game statistics, mechanics, and rules Spells that trade or alter physical features derived from the d20 SRD are designated as belong in this category. Open Content. The descriptions of the feats, The nature of the fascination discipline spells, disciplines, classes, and magic items are leads to two basic sorts of spells: those involv- closed content and cannot be republished, ing mesmerization, which inspire a child-like copied, or distributed without the consent of wonder or awe, and those involving obsession, Fantasy Flight Games. which invariably leads to dangerous fixations All illustrations, pictures, and diagrams in that can lead to a sinister end. this book are Product Identity and the property Spells in the invisibility discipline con- of Fantasy Flight Publishing, Inc., © 2003. ceal someone or something from sight. The Open Game License is printed in its Spells from the shadow discipline fall entirety at the end of this book. For further infor- into two categories. Either they are related to mation, please visit the Open Gaming Foundation darkness and shadows, or they use energy from website at www.opengamingfoundation.org. the Plane of Shadow to give partial substance 3 Races: Gnomes, obviously, often show The Devoted Illusionist great potential as devoted illusionists. Their inherent understanding of illusions aids them in Devoted illusionists are practitioners of the every step of their education. Humans, t arcane arts who have dedicated their lives halflings, elves, and half-elves are the next is entirely to exploring and expanding the study most common devoted illusionists, while half- n o of illusion. Unlike a specialist, a devoted illu- orc and dwarf devoted illusionists are extreme- i us sionist is incapable of casting other schools of ly rare. l l magic. However, this intense focus is what Other Classes: Devoted illusionists pre- I d allows them to completely master their chosen fer to work with others who understand the fre- e ot field of study. quent need for a “light touch” when adventur- v Adventures: Devoted illusionists, like ing. Rogues, bards, clerics, druids, monks, e D wizards, come from all walks of life. The only rangers and other classes that dislike frontal real requirements are a glib tongue, sharp wits, assaults and “noisy” conflicts are near and dear and the opportunity for study. Because of their to a devoted illusionist’s heart. Such a party of specialization, there is often a camaraderie adventurers can often complete an entire mis- between devoted illusionists that can transcend sion without ever shedding blood. alignment. Other devoted illusionists are seen On the other hand, barbarians, fighters, as colleagues in the same field of study, if per- paladins, sorcerers, wizards, and other classes haps a bit misguided or naive. In fact, devoted that prefer loud explosions and brutal toe-to- illusionists of 15th level or higher will often toe fights are considered crass and ignorant by refuse to duel one another directly, since most the devoted illusionist’s standards. of their spells are worthless against each other. Characteristics:Devoted illusionists rely Game Rule Information as much on their wits as on their magic. An illu- sion in the hands of a clever and creative illu- Devoted illusionists have the following game sionist can be infinitely more effective than one statistics. used in a boring and repetitive manner by a less Abilities: A devoted illusionist needs intelligent spellcaster. Devoted illusionists con- high scores in Intelligence andDexterity, just stantly re-examine their spells seeking out new like a wizard. However, a high Charisma is uses that they’ve previously overlooked. much more desirable to the devoted illusionist, Alignment: As master deceivers and who needs to bluff or negotiate through situa- liars, devoted illusionists are always chaotic. tions much more often. A high Constitution is Good-aligned devoted illusionists often dislike beneficial, as always, but a high Wisdom can the casual taking of life and use their powers to serve as insurance against madness or having avoid it, while evil-aligned devoted illusionists the character’s own spells reflected against her. usually see direct combat as a waste of Strength is perhaps the only ability that the resources and effort, preferring to trick their devoted illusionist has little use for, disdaining way out of such conflicts. brute force in order to trick or beguile oppo- Religion: Devoted illusionists usually nents. worship gods or goddesses of trickery and Alignment: Any chaotic. magic, when they worship at all. Typically, Hit Die: d4. they only remember their gods at all when they StartingGold: 4d4 x 10 gp. find themselves in trouble. Class Skills Background: Devoted illusionists often set out to become wizards initially, but find them- The devoted illusionist’s class skills (and the selves falling into this specialty either through key ability for each skill) are Alchemy (Int), chance or choice. Very few actively seek out Bluff (Cha), Concentration (Con), Craft (Int), membership in this class from an early age. Diplomacy (Cha), Disguise (Cha), Knowledge Some become devoted illusionists (all skills, taken individually) (Int), Profession because that was what their mentor taught (Wis), Scry (Int, exclusive skill), and Spellcraft them. Others turn to illusion either because of (Int). their own playful nature or because the raw destructiveness of other forms of magic sick- Skill Points at 1st Level: (2 + Int modifier) x 4. ened them. Skill Points at Each Additional Level: 2 + Int modifier. 4 Class Features All of the following are class features of the devoted illusionist. Armor and Weapon Proficiency: D Devoted illusionists are proficient with the e v club, dagger, heavy crossbow, light crossbow, o t and quarterstaff. Devoted illusionists are not e d proficient with any type of armor nor with I l shields. Armor of any type interferes with a lu s devoted illusionist’s movements, which can i o cause his spells to fail (if those spells have n i s somatic components). Note that armor check t penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble, and that carrying heavy gear imposes a check penalty on Swim checks. Spells: Adevoted illusionist casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Adevoted illusionist must pre- pare spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the devoted illu- sionist decides which spells to prepare. To learn, prepare, or cast a spell, a devoted illu- sionist must have an Intelligence score of at least 10 + the spell’s level. Adevoted illusion- ist’s bonus spells are based on Intelligence. The Difficulty Class for saving throws against devoted illusionist spells is 10 + the spell’s level + the devoted illusionist’s Intelligence modifier. Bonus Languages: Adevoted illusionist may substitute Draconic for one of the bonus languages available to the character. Like wiz- ards, devoted illusionists often find that they need to be able to read ancient texts written in Draconic in order to pursue their current avenue of research. Spellbooks: Devoted illusionists must study their spellbooks each day to prepare their spells. Adevoted illusionist cannot prepare any spell not recorded in her spellbook (except for read magic, which all devoted illusionists can prepare from memory). Devotion: Devoted illusionists may only learn, prepare, and cast spells from the Universal school and the school of Illusion. Other schools of magic are entirely closed to them except through the Opposed Spell feat (see page. 25). Devoted illusionists receive a +4 bonus to Spellcraft checks to learn illusion spells (see PHB, Chapter 10, Writing a New Spell into a Spellbook). 5 Table 1: The Devoted Illusionist Attack Fort Ref Will Spells perDay Level Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8 9 1 +0 +0 +0 +2 Devotion, discipline mastery 4 2 — — — — — — — — t s 2 +1 +0 +0 +3 Augment illusion (1 level) 5 3 — — — — — — — — i n o 3 +1 +1 +1 +3 Illusion focus (+1) 5 3 2 — — — — — — — si 4 +2 +1 +1 +4 Augment illusion (2 levels) 5 4 3 — — — — — — — u 5 +2 +1 +1 +4 Clear senses 5 4 3 2 — — — — — — l Il 6 +3 +2 +2 +5 Augment illusion (3 levels), 5 4 4 3 — — — — — — d illusion focus (+2) e t 7 +3 +2 +2 +5 5 5 4 3 2 — — — — — o v 8 +4 +2 +2 +6 Augment illusion (4 levels) 5 5 4 4 3 — — — — — e 9 +4 +3 +3 +6 Illusion focus (+3) 5 5 5 4 3 2 — — — — D 10 +5 +3 +3 +7 Discipline mastery, augment 5 5 5 4 4 3 — — — — illusion (5 levels) 11 +5 +3 +3 +7 5 5 5 5 4 3 2 — — — 12 +6/+1 +4 +4 +8 Augment illusion (6 levels), 5 5 5 5 4 4 3 — — — illusion focus (+4) 13 +6/+1 +4 +4 +8 5 5 5 5 5 4 3 2 — — 14 +7/+2 +4 +4 +9 Augment illusion (7 levels) 5 5 5 5 5 4 4 3 — — 15 +7/+2 +5 +5 +9 Master of illusion, illusion 5 5 5 5 5 5 4 3 2 — focus (+5) 16 +8/+3 +5 +5 +10 Augment illusion (8 levels) 5 5 5 5 5 5 4 4 3 — 17 +8/+3 +5 +5 +10 5 5 5 5 5 5 5 4 3 2 18 +9/+4 +6 +6 +11 Augment illusion (9 levels), 5 5 5 5 5 5 5 4 4 3 illusion focus (+6) 19 +9/+4 +6 +6 +11 5 5 5 5 5 5 5 5 4 4 20 +10/+5 +6 +6 +12 Discipline mastery, augment 5 5 5 5 5 5 5 5 5 5 illusion (10 levels) Discipline Mastery: Devoted illusionists Illusion Focus: At 3rd level, a devoted may choose one illusion discipline that they illusionist receives a +1 bonus to all caster have mastered. Devoted illusionists can chan- level checks (1d20 + caster level) to beat a nel stored spell energy into any spell in a disci- creature’s spell resistance when casting illusion pline they have mastered, in much the same spells. In addition, the DCs of all illusion spells way as a cleric. Devoted illusionists can “lose” the devoted illusionist casts are increased by 1. a prepared spell in order to cast any spell from These benefits stack with bonuses provided by a mastered illusion discipline of the same level the Spell Focus and Spell Penetration feats. or lower. For example, a devoted illusionist These bonuses increase by 1 each at 6th, 9th, that has mastered the true illusion discipline 12th, 15th, and 18th levels. may lose one of her prepared 2nd-level spells Clear Senses: Beginning at 5th level, a to cast minor image (also a 2nd-level spell). devoted illusionist automatically succeeds at all At 10th and 20th levels, a devoted illu- saves against illusion spells unless they were sionist chooses one additional illusion disci- cast by a character four levels or HD higher pline to master. than the devoted illusionist. Even if this ability Augment Illusion: At 2nd level, a devot- is overridden due to the enemy caster’s level or ed illusionist begins to accumulate a storehouse HD, the devoted illusionist still receives a com- of power that she may use to augment her petence bonus to the save equal to one half his spells as she sees fit. This allows her to ignore class level. Thus, a 4th-level devoted illusionist one level of metamagic cost when preparing who had an illusion spell cast at her by an 8th- spells. So, a devoted illusionist could prepare level wizard would still receive a +2 compe- one silent ventriloquism as a 1st-level spell tence bonus to her save, even though the wizard instead of a 2nd-level spell. The devoted illu- is four levels higher than her. sionist can also use these levels to decrease the Masterof Illusion (Sp): Astrue seeingcast metamagic level penalty if she does not have by a sorcerer of the devoted illusionist’s level, enough to completely ignore it. except that the ability does not let the caster see At 4th level and every 2 levels thereafter, through normal darkness, view the true form of a devoted illusionist may ignore one addition- polymorphed, changed, and transmuted things, or al level of metamagic cost when preparing see into the Ethereal Plane. The devoted illusion- 6 spells. ist may turn this ability on and off at will. Arcane Herald Those who master the magics of commu- nication are in great demand in the inner circles A of powerful guilds and royal courts across the r c land. With the ability to send messages across a n great distances, the arcane herald is often a e key player in the diplomacy between H e nations or the negotiations between power- r a ful organizations. The arcane herald is also l d a performer, creating a presence in the courts of kings—not as a jester—but as a powerful figure serving as the ruler’s advisor and confidante. Because of their talent for public appearances, many arcane heralds come from the bard class. Sorcerers and wiz- ards also appreciate this class, as it allows them to focus their studies, while continuing to assist their famil- iar’s development. The herald is well-served by a high score in both Intelligence and Charisma, needing a variety of skills and the ability to influence others. Hit Die: d4. Requirements To qualify to become an arcane herald, a character must fulfill all of the following criteria. Knowledge (Heraldry): 8 ranks. Spellcasting: An arcane herald must have the ability to cast stolen sight and at least one other arcane spell of 3rd level or higher. Feats: Scribe Scroll. Class Skills Weapon and Armor Proficiency: The The arcane herald’s class skills (and the key arcane herald gains no additional weapon or ability for each skill) are Concentration (Con), armor proficiencies from joining this class. Craft (Int), Decipher Script (exclusive, Int), Spells perDay: When a new arcane herald Diplomacy (Cha), Gather Information (Cha), level is gained, the character gains new spells per Innuendo (Wis), Intimidate (Cha), Knowledge day as if he had also gained a level in an arcane (all skills, taken individually) (Int), Perform spellcasting class he belonged to before adding (Cha), Profession (Wis), Ride (Dex), Scry (Int), the prestige class. He does not, however, gain any Sense Motive (Wis), and Spellcraft (Int). other benefit a character of that class would have gained (metamagic or item creation feats, hit Skill points at each level: 2 + Int modifier. points beyond those he receives from the prestige class, and so on), except for an increased effective Class Features level of spellcasting. If a character had more than one arcane spellcasting class before becoming All of the following are features of the arcane an arcane herald, he must decided to which herald prestige class. class he adds the new level for purposes of determining spells per day. 7 Table 2: The Arcane Herald Attack Fort Ref Will Level Bonus Save Save Save Special Spells perDay 1 +0 +0 +0 +2 Familiar, grand words +1 level of existing class d l 2 +1 +0 +0 +3 Craft ink +1 level of existing class a r 3 +1 +1 +1 +3 Clever wit +1 level of existing class e H 4 +2 +1 +1 +4 Elegant hand (messages) +1 level of existing class e 5 +2 +1 +1 +4 Showy gestures +1 level of existing class n 6 +3 +2 +2 +5 Tidings +1 level of existing class a c 7 +3 +2 +2 +5 Meaningful glances +1 level of existing class r A 8 +4 +2 +2 +6 Elegant hand (illusions) +1 level of existing class 9 +4 +3 +3 +6 Renowned prowess +1 level of existing class 10 +5 +3 +3 +7 The messenger +1 level of existing class Familiar: At 1st level, an arcane herald Showy Gestures (Ex): The arcane herald may summon a familiar exactly as described must often utilize his magics before onlookers, for the sorcerer class (see PHB, Chapter 3, creating both a performance with his magic, as Familiars). Levels of arcane herald stack with well as the desired effect. At 5th level, an arcane levels of other classes with the familiar ability herald may substitute somatic (S) components when determining the master’s class level for for verbal (V) components in any spell he can purposes of the familiar’s special abilities. cast that lacks somatic (S) components normally. Grand Words (Ex): An arcane herald’s Tidings (Sp): An arcane herald may use power is the power of words, both spoken and his familiar to communicate with others. written. At 1st level, an arcane herald may sub- Beginning at 6th level, he may cause his famil- stitute verbal (V) components for somatic (S) iar to speak—using both his words and his components in any spell he can cast that lacks voice—a number of times per day equal to his verbal (V) components normally. arcane herald class level. Further, he may hear Craft Ink (Ex): Arcane heralds are adept the voices of others as if he were present with at formulating the most common material com- his familiar. This ability has a duration of 1 ponent of their preferred spells—ink. minute and the arcane herald must be within Beginning at 2nd level, an arcane herald may range of his empathic link to activate it. This is ignore the gp cost of all material components a spell-like ability. for spells he knows from the message disci- Meaningful Glances (Ex): The arcane pline, including the 10 gp of jade dust normal- herald is a master of the theatrics involved with ly associated with the magic mouth spell. his position. Beginning at 7th level, he gains a Further, he must pay only one half the gp cost +2 competence bonus to all Diplomacy, Gather of any other material component that indicates Information, Innuendo, and Intimidate checks it is an ink. made outside of combat. Clever Wit (Ex): The herald’s wits help Renowned Prowess: An arcane herald’s him to impress others. He may add his reputation precedes him, as does word of his Intelligence modifier (if positive) to the results abilities. Beginning at 9th level, the DC of all of all Diplomacy, Gather Information, Innuendo, attempts to use Spellcraft to identify a spell he and Intimidate checks made outside of combat. is casting or a scroll he is known to have creat- Elegant Hand (Ex): The arcane herald’s ed is reduced by 10. Further, the DC of all uses mastery of words and refined penmanship of bardic knowledge, Gather Information or allow him to prepare scrolls more elegantly and Knowledge skill checks, or similar attempts to economically. At 4th level, his base cost for come up with information about him is reduced preparing a scroll of a spell from the message by 5. discipline using his Scribe Scroll feat is equal The Messenger: An arcane herald’s famil- to its spell level multiplied by its caster level iar often travels ahead, carrying messages and multiplied by 15 gp. This reduces both the time helping him contact others. The range of his required and the XPand gp costs to prepare the empathic link with his familiar is unlimited, so scroll accordingly (1/15th the base cost in XP, long as they are both on the same plane of exis- 1/2 the base cost in materials). tence. The familiar also gains the Track feat, and At 8th level, this reduced cost for scroll a +8 enhancement bonus to its checks to track. preparation applies to all spells from the illu- Finally, the familiar’s speed is doubled (x2), and sion school that the arcane herald knows. its overland movement rate is quadrupled (x4). 8 Deceiver The deceiver specializes in spells and magic that fool and confuse other spellcasters. D Additionally, they are capable of cobbling e c together minor magical items of inferior quali- e i ty—although they seem like normal magical v e items, their dweomer fades quickly over time. r Those students of magic that are formally trained by experienced deceivers often receive training in palming objects, misdirecting atten- tion, and concealment in addition to their train- ing involving genuine magic. Bards and rogues often become deceivers, thanks to their skills in sleight of hand and mis- direction. Sorcerers and wizards often look down upon members of the class as charlatans and cheats, making it rare for either type of spellcast- er to seek out training as a deceiver unless they’ve made a lot of powerful arcane enemies. The deceiver needs high scores in Intelligence, Wisdom, and Charisma, since skills are just as important as spells to his well-being. Hit Die: d4. Requirements: To qualify to become a deceiver, a character must fulfill all the following criteria. Alignment: Any non-lawful alignment. Bluff: 8 ranks. Concentration: 8 ranks. Spellcraft: 8 ranks. Feats: Spell Focus (Illusion). Spellcasting: A deceiver must have the ability to cast false thoughts and at least one other arcane spell of 3rd level or higher. Class Skills The deceiver’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Innuendo (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the deceiver. Weapon and Armor Proficiency: The deceiver gains no additional weapon or armor proficiencies from joining this class. 9

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Kicking off a new series of books from Fantasy Flight Games, SCHOOL OF ILLUSION contains everything you need to make illusion magic a key component of your game. Featuring more than 60 new spells including the mind-twisting might of apocalypse, SCHOOL OF ILLUSION brings the concept of divine domains
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