Masters of deceit and trickery, illusionists have access to a
variety of powerful spells that can be far more dangerous than
simple attack spells. Illusionists must have a minimum Dexterity/Aim
score of 16 to perform the intricate gestures and patterns required
by spells of their school. The school of illusion/phantasm is
opposed by necromancy, invocation/evocation, and abjuration.
Illusionists gain the normal benefits of specialist wizards.
When an illusionist reaches 8th-level, he gains an additional
+1 bonus to his saving throws against illusion spells cast by
nonillusionists. (This is cumulative with his normal +1 bonus,
for a total of +2).
At 11th-level, the illusionist gains the ability to cast a special
dispel phantasmal force or dispel improved phantasmal force up to three times per day. The base chance of success is 50%,
±5% per level difference between the illusionist and the caster
of the phantasmal force. For example, if a 16th-level illusionist
is attempting to dispel an illusion cast by a 9th-level wizard,
his chance of success is 85%. The dispel has a range of 30 yards
and a casting time of 1. The illusionist need only point at the
illusion and concentrate. If the illusionist attempts to dispel
something that turns out to be real, the attempt still counts
against his limit of three dispels per day.
An illusionist can be extremely effective in combat despite his
lack of high-powered damaging spells, especially if he concentrates
on creating distractions and false opponents for his enemies.
Every sword swing directed at an illusion is one less thats aimed
at the illusionist and his companions. Illusionists should always
seek creative and unusual uses for their spells. Of all the specialist
wizards, they require the most player originality to be run effectively.