Saturday Potpourri: Illusionist (Wizard Archetype)

Illusionist (Wizard Archetype)

The illusionist is a master of deception, using light and shadow to reshape reality with sounds and smells to give it depth. Whether blinding his enemies or presenting them with the manifestation of their deepest fears, the illusionist creates a potent fusion of light and magic.

The illusionist benefits most from selecting the luminist sub-school of the illusion school (see below). The illusionist is an archetype of the wizard class.

Master of Illusions (Su)

The DC to resist illusion spells with a single target the illusionist casts is increased by +2, instead of +1.

Bonded Item

An illusionist’s bonded item may only store spells 1 level lower than the highest level he can cast, with the exception of 1st level spells, which he may store at 1st level. However, the bonded item enables the illusionist the ability to cast blinding ray as a spell-like ability.

Blinding Ray (Sp)

As a standard action an illusionist can fire a shimmering ray at a target within 30 feet as a ranged touch attack. If hit, the target gains the blind condition until the beginning of the illusionist’s next turn. Creatures with more Hit Dice than the illusionist’s wizard level gain the dazzled condition instead (for the same duration). This ability can be used a number of times per day equal to 3 + the illusionist’s Intelligence bonus.

This ability alters arcane bond.

Illusory Tricks

At 4th level, an illusionist gains Skill Focus (Bluff, Stealth, or Disguise (choose one)) . The illusionist gains a +1 circumstance bonus to any one of these skills every 4 levels.

Discerning Eye

At 5th level, an illusionist gains a +1 bonus on saving throws vs. spells of the illusion school and spells with the [light] descriptor. This bonus increases by +1 every 5 levels (to +4 at 20th level).

Luminist (Illusion School Sub-School)

Luminists specialize in shaping light through glamers and patterns. He alters his appearance using light and shadow.

Associated School: Illusion
Class Skills: An illusionist gains Bluff, Disguise, and Stealth as class skills.

Extended Illusions (Su)

The duration of illusion spells with a normal duration of concentration last a number of additional rounds equal to 1/2 the illusionists wizard level after ceasing concentration (minimum +1 round).

At 20th level, the illusionist can affect one illusion spell he casts with a normal duration of “concentration” as by the permanency spell. No more than one illusion spell can be made permanent in this way at any one time. If another illusion spell is made permanent by this ability, the previous permanent illusion ends.

Replacement Powers: The following school powers replace the blinding ray and invisibility field powers of the illusion school.

Shroud of Light

The illusionist can, as a standard action, cast a shroud of light around himself. The shroud functions as blur, except that it lasts 1 minute and gives 15% concealment + 5% for every 2 illusionist levels, up to 15th level, for a maximum of 50%. This ability can be used a number of times per day equal to 3 + Intelligence bonus.

Northern Lights

At 8th level, as a standard action, the illusionist can create a luminous display of colored light (as rainbow pattern). The effect lasts one round.

This ability can be used a number of rounds per day equal to the illusionist’s wizard level. These rounds do not need to be consecutive.



About mmiller

Mike Miller first discovered RPG’s in the days of TSR. The mention of a beholder or mind flayer still twists his guts with nervous dread, though now with a tinge of nostalgia. He had no publishing experience prior to writing for the OGN, (unless you consider one year as editor of a University Historical Review), but has long enjoyed creating histories and legends for his homebrewed worlds.

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