Illusionary Spell Acquisition

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Illusionist Spell Acquisition.jpg

Illusionary spell acquisition grants the illusionist class access to two distinct forms of magic: cantrips and spells. Both are available from 1st level, though they differ in number and the manner in which they are acquired.

Spells and cantrips are recorded in spellbooks, where the illusionist inscribes the intricate symbols that define their magic. To construct a spell within their mind, a process known as "memorising," they must carefully study these pages. The preservation and upkeep of a spellbook are vital to an illusionist's craft — losing one is a costly and unfortunate setback.

Gaining Cantrips

Cantrips are subdued magic spells, simple to cast and requiring little time. While they have practical uses and can sometimes distract or disable an enemy for a round, they are most often minor tricks learned by apprentice casters from an early age.

Illusionist cantrips are divided into seven distinct types. At 1st level, an illusionist gains an initial number of cantrips, determined by rolling the appropriate die. The character then selects that many cantrips from the available lists linked below. As the illusionist gains spells with level advancement, they also acquire additional cantrips — one for each new spell learned. The type of cantrip gained is determined by rolling a percentile die.

For example, Orin advances from 3rd level to 4th level, gaining one 1st-level and one 2nd-level spell, and therefore two new cantrips. Rolling percentile dice, he gets a “22” and a “94,” indicating that he receives one illusionary cantrip and one useful cantrip, which are then added to his existing list.
Cantrip Type Number Gained New Cantrips
haunting sound 1-3 01-11
illusionary 2-5 12-27
legerdemain 1-3 28-33
person-affecting 1-4 34-46
personal 1-4 47-59
reversed 1-4 60-75
useful 1 per point of
intelligence above 9
76-00

Cantrips cast quickly, requiring no action points to discharge — their effects take place immediately upon casting. Unlike spells, which usually require a full round to cast, an illusionist may perform other actions in the same round as casting a cantrip. This provides a tactical advantage, allowing cantrips to serve as a rapid-fire opening in combat, disrupting an opponent before a more powerful spell is prepared. However, only one cantrip may be cast per round.

Gaining Spells

Illusionist Spell Acquisition Table
X.P. Level 1st lvl 2nd lvl 3rd lvl 4th lvl 5th lvl 6th lvl 7th lvl
1st 3
2nd 4
3rd 4 1
4th 5 2
5th 5 2 1
6th 6 3 2
7th 6 4 2 1
8th 6 4 3 2
9th 7 5 3 3
10th 7 5 3 3 1
11th 8 5 4 3 2
12th 8 5 4 3 2 1
13th 8 6 4 4 3 2
14th 8 6 5 5 3 2 1
15th 8 6 5 5 3 3 2
16th 9 6 5 5 4 3 2
17th 9 7 6 5 4 3 3
18th 9 7 6 6 4 4 3
19th 9 7 7 6 5 4 3
20th 10 8 7 7 5 5 4
21st 10 8 8 7 6 5 4
22nd 10 8 8 8 6 5 5
23rd 10 9 8 8 7 6 5
24th 11 9 9 8 7 6 6
25th 11 9 9 9 8 7 6
26th 11 10 9 9 8 7 7

The spell acquisition table outlines the number of spells an illusionist should possess according to their experience level. For instance, a 1st level character begins with three 1st level spells, while a 9th level illusionist should have seven 1st level, five 2nd level, three 3rd level and three 4th level spells, totaling 18 spells.

As a character advances in level, they must compare the number of spells they already possess with the number indicated for their new level. If there is a discrepancy, the difference is made up upon leveling. According to the table, when an illusionist progresses from 5th to 6th level, they gain one 1st level, one 2nd level and one 3rd level spell to bring them to their full complement. Additionally, they receive three new cantrips, following the same process used when gaining spells.

Illusionary Spell Tables

Here are a list of illusionary spells, which can be reviewed to choose which spells the character wishes to possess.

As spells accumulate, so too does the space they require within the illusionist's spellbook. More experienced illusionists will have gathered enough spells to fill the pages of their first spellbook and will likely own one or more additional books to contain their growing repertoire. The need for multiple spellbooks becomes inevitable as their magical knowledge expands.

The process of memorising these spells requires time and discipline. It is akin to filling a bottle with liquid — each spell must be carefully constructed within the caster's mind, filling a mental reservoir. Once the spell is properly placed, the illusionist mentally seals it with a stopper, ensuring that the magic remains contained until it is needed. When the moment arrives, the stopper is removed and the stored power is released in the form of the cast spell. This structured approach ensures that an illusionist retains control over their magic, preventing it from dissipating before it is intentionally unleashed.

Illusionists cannot progress past the 26th level of experience, as their mastery of illusionary magic reaches its ultimate limit. At this point, they have uncovered every known technique, refined their craft to its highest potential and attained a level of control beyond which no further advancement is possible. While they may continue to expand their repertoire of spells and deepen their understanding of illusions, their capacity for new spell levels, additional spell slots or further increases in magical power ceases.


See Illusionary Spell Tables