Illusionists

One way to do illusionists is to use the alternate class hosted on autarch.co (I swapped out constructs for phantasmal creatures, however). Below is a different alternative class, which requires the Player’s Companion.

Illusionists have the same class build as mages: 4 arcane caster, 0 for everything else.

Illusionists can perform magical research as mages at 5th and 9th level, and build a sanctum as 9th level. At 11th level, the illusionist can perform magical research for ritual illusion spells, and create phantasmal creatures, but cannot craft constructs, cross-breed creatures, or work with the undead.

An illusionist’s sanctum has a special option: part or all of it can be quasi-real. Any real portions must be constructed first. The quasi-real portions cost the same amount, but take only one day per 5,000 gold value to construct, and do not require laborers or crafters (but do require engineers, and are still limited to realistic architecture).

Quasi-real structures cannot be “disbelieved,” but dispel magic can open a hole for 1d6 rounds before the structure re-asserts itself. Quasi-real structures can repair themselves at a rate of 5,000 gold per day while the illusionist is present, and have no monthly maintenance cost … but lose 0.5% of their value for each month the illusionist is not within one mile.

Illusionist spell level multipliers differ from those of the mage:

Blast: x1.5
Death: x1.5
Detection: x1
Enchantment: x0.66 (hold x1, affect undead x0.85, affect animals x1.33)
Healing: x1.5
Illusion: x0.66
Movement: x1.5
Protection: x1
Summoning: x1 (x0.66 illusory summons)
Transmogrification: x1
Wall: x1.5

Edited: changed illusion from x0.5 to x0.66; otherwise an exceptional roll can produce phantasmal killer as a level-1 spell, which is a bit much.

I think, I like. Tell me when you’re done and if so, if you want it to be incorporated into the Word/PDF-files (giving you the credits of course)

Just checking the blast spell multiplier to make sure it gets the kind of results I want:

Mind Flames
Illusionist 1

This causes a 20-foot diameter explosion of shadow-born flames, centered on a point within 30 feet of the caster, which deals 1d4 fire damage per level, to a maximum of 4d4. A successful save vs. Spells allows the subject to ignore the effects entirely.

(1d4/lvl [20] to max 4d4 [x0.5], fire [x1], 20’ diameter sphere [x2], range 30’ [x0.6], instantaneous [x1], save vs. Spells as “disbelief” negates damage [x0.5] == 9 spell points.)

And a similar build for mages:

Fire Bolt
Mage 1

A 10-foot diameter fireball, centered somewhere within 90’ of the caster, which deals 1d4 damage per level. A successful save vs. Area negates the damage.

(1d4/lvl [20], fire [x1], 10’ diameter sphere [x1.25], range 90’ [x0.8], instantaneous [x1], save vs. Area to negate damage [x0.5], arcane [x1] == 10 spell points.)

The illusionist’s is larger and flashier (it’s essentially an illusory fireball, intended to make the enemy think they face a stronger foe than they do), while the mage’s is more about dealing as much harm as possible on a budget.

Well, the only thing left to do is to make up the spell lists, for which I was planning to steal liberally from the Word/PDF files :-). So the rules above can be considered complete aside from that.

Feel free to tuck this and the phantasmal creatures post into the Word/PDF files if you wish.

Do you plan to add spells to the existing list (so that each spell level has 12 spells) or do you do an alternate spell list? In any case, I will then wait for the spell & list to be ready to be added to the file before I harass Tim with uploads once again, hehe

I was planning to expand the spell lists to match the mage, as of Player’s Companion, which means 24 spells per level. Wide choice is the primary advantage of the arcane caster - divine casters get a repertoire of ten automatically, arcane casters get unpredictability instead.

(And illusionists should be really unpredictable :slight_smile: ).

Illusionists have always been my favorite class. I’m glad to see them get some love for ACKS from both you and Beastman.

I’m not an expert with balancing things properly but flavor-wise I think your chances are really cool.

I am unlikely to finish expanding the spells. I did not expect the back-and-forth checking to take as much time as it did. Yikes.

Here are a few I put together.

Detect Illusion (Illusionist 1)
This spell confers the ability to tell illusion from truth. This does not reveal the truth - it only lets the caster know whether what they see or hear is real or not. This spell lasts for as long as the caster concentrates on it, and can only detect illusions within 60 feet.

(Detection: detect illusion in range [10], targeting all within range [x1], range 60’ [x1.5], duration concentration [x1], no save [x1], illusionist [x1] == 10)

Horrible Pattern (Illusionist 1)
This eye-searing, vibrating visual mesh of color and light causes supreme nauseau (-3 on attack and damage rolls) in one creature within 60’. A save vs. Spells negates the effect entirely; each round thereafter, the creature receives a save vs. Poison to end the effect.

(Blast: nausea [10] to 1 target [x1], range 60’ [x0.7], until target saves [x2], save negates [x0.5], illusionist [x1.5] == 10.5 spell points.)

Hypnotic Eyes (Illusionist 1)
(Enchantment: target mesmerized [30], 1d4 creatures of up to 4 HD [x1.2], range 15’ [x0.6], duration until save succeeds [x1.33], save avoids [x0.5], illusionist [x0.66] == 9 spell points.)

Illusory Fireball (Illusionist 1)
This causes a 20-foot diameter explosion of shadow-born flames, centered on a point within 30 feet of the caster, which deals 1d4 fire damage per level, to a maximum of 4d4. A successful save vs. Spells allows the subject to ignore the effects entirely.

(Blast: 1d4/lvl [20] to max 4d4 [x0.5], fire [x1], 20’ diameter sphere [x2], range 30’ [x0.6], instantaneous [x1], save vs. Spells as “disbelief” negates damage [x0.5], illusionist [x1.5] == 9 spell points.)

Phantasmal Killer (Illusionist 2)
This spell conjures the worst fears of its victim into an illusion of the most terrifying beast imaginable (visible only to the target). The victim must be within 30’ when the spell is cast, but thereafter the killer pursues the victim no matter where the victim goes. A successful save vs. Spells negates the spell, however.

Once created, the phantasmal killer lasts as long as the caster concentrates, plus an additional 1d3 rounds after the caster stops concentrating; or until the victim dies. Each round, the killer attacks as a 4 HD monster; on a successful attack, the victim dies of fright! The killer itself is immune to all attacks and can pass through all barriers.

(Illusion: phantasmal killer [130], 1 creature [x1], 30’ [x0.75], concentration + 2 rounds [x1.2], save avoids [x0.5], illusionist [x0.66] == 39 spell points, result of a radical experiment and amazing results.)