Difference between revisions of "Illusionary Spell Acquisition"

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[[Illusionist (class)|Illusionists]] '''acquire two forms of magic''' that they can use: '''[[Cantrip|cantrips]]''' and '''[[Spellcasting|spells]]'''. The illusionist will have some of both when starting off as 1st [[Experience Level|level]], and will gain more as the character gains levels.  The method of gaining each differs.
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'''Illusionary spell acquisition''' grants the [[Illusionist (class)|illusionist class]] access to two distinct forms of magic: '''[[Cantrip|cantrips]]''' and '''[[Spellcasting|spells]]'''. Both are available from 1st level, though they differ in number and the manner in which they are acquired.
  
Spells and cantrips are kept in [[Spellbook|spellbooks]], which the character uses to store the complex symbols that explain their magic. In order to construct the spell in their minds, a practice called "memorizing," illusionists must study the pages of these books. They depend greatly upon the maintenance and care of spellbooks; losing one is a very unfortunate affair.
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Spells and cantrips are recorded in [[Spellbook|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 ==
 
== Gaining Cantrips ==
{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;"
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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 [[Combat Round|round]], they are most often minor tricks learned by apprentice casters from an early age.
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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 [[Illusionary Spell Acquisition#Spells|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.
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: '''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.
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{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
 
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!Cantrip Type !! Number Gained !! New Cantrips
 
!Cantrip Type !! Number Gained !! New Cantrips
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| [[Useful Cantrips|useful]] || 1 per point of<br>intelligence above 9 || 76-00
 
| [[Useful Cantrips|useful]] || 1 per point of<br>intelligence above 9 || 76-00
 
|}
 
|}
 
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Cantrips cast quickly, requiring no [[Action Points|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.
Cantrips are subdued magic spells, easy to cast and usually taking little time.  They are useful, and can sometimes serve to distract or disable an enemy combatant for a [[Combat Round|round]], but more often they are tricks that an apprentice caster learns from a young age.
 
 
 
Illusionist cantrips are divided into seven types, as shown.  The number gained indicates the '''initial number''' of cantrips that the character has acquired by 1st level.  The appropriate die is rolled and the character chooses that number of cantrips from the lists that are linked below.
 
 
 
As the character increases in level and gains [[Illusionary Spell Acquisition#Spells|spells]], for each new spell, a new cantrip is also gained.  A percentile die is rolled to determine which kind of cantrip.
 
 
 
: '''For example''', Orin moves from 3rd level to 4th level, gaining one 1st and one 2nd level spell, and therefore ''two'' cantrips.  He rolls twice, receiving a "22" and a "94"; the new cantrip column indicates that Orin gains one illusionary and one useful cantrip, which are added to his previous list.
 
 
 
In addition to cantrips having a short casting time, the caster doesn't need to spend an [[Action Points|action point]] discharging the effect — this happens as soon as the cantrip's cast.  Additionally, the caster can perform other actions in the same round as casting a cantrip, which is also different from spells, which usually need full rounds to cast. This gives an advantage to cantrips, so that using them as a rapid fire opening in a combat can be more effective than taking time to build up a more powerful spell attack. Only one cantrip may be used in a single round, however.
 
  
 
== Gaining Spells ==
 
== Gaining Spells ==

Revision as of 15:43, 20 February 2025

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 acquisition table shows the number of spells that an illusionist should have according to their experience level. For example, a 1st level character should have three 1st level spells. A 9th level illusionist should have seven 1st level, five 2nd level, three 3rd level and three 4th level spells, for a total of 18.

As a character goes up a level, they must compare the number of spells they possess already against the number of spells they should have for the new level. According to the table, as the illusionist progresses from 5th to 6th, it can be seen that they will gain one 1st level, one 2nd level and one 3rd level spell, in order to reach their full compliment. They would also receive three cantrips.

Illusionary Spell Tables

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


As these spells accumulate, the amount of space they require within a spellbook accumulates also. More powerful illusionists will have accumulated enough spells that they have filled the pages of the first empty spellbook they purchased, and will probably have one or two other books as well. The process of "memorizing" these spells takes time; it is as if the illusionist were a bottle being filled; once the spell is in place in the caster's mind, the caster mentally places a stopper over the top of the bottle. The spell's power then remains held within the illusionist, until the metaphorical stopper is removed.


See Illusionary Spell Tables