Illusionist 3rd Level Spells

From The Authentic D&D Wiki
Jump to navigationJump to search

The spells below are presented in a uniform format, comprising key details that outline each spell's limitations. These particulars include the spell's range, specifying the maximum distance it can affect; its duration, indicating how long the spell's effects persist; the area of effect, defining the dimensions of its influence post-casting; the casting time, which tells you how quickly the spell can be prepared and unleashed, or "discharged"; any potential saving throws, which denote whether targets can resist the spell's effects and the consequences thereof; and a brief description summarizing the spell's magical attributes.

Should you seek more comprehensive information about a particular spell, you can find it by following the provided links. An asterisk (*) serves as a sign that a full explanation of the spell's intricacies necessitates more space than currently available.

Spell Range Duration Area of Effect Casting Save Description
continual light 120 ft. permanent 60 ft. diameter globe 2 rounds none* creates permanent light
delude 150 ft. 5 rounds/level up to 6 creatures 2 rounds negates makes allies of affected creatures
dispel illusion 10 ft./level permanent 80 ft. diameter cube 2 rounds none* eliminates illusions
fear self 1 +1 round/level 30° arc, 60 ft. path 2 rounds negates causes creatures to flee in panic
hallucinatory terrain 40 ft./level 25 rounds/level 60 ft. cube/level 2 rounds none* reinvents surroundings as an illusion
illusionary script 5 ft./level permanent special 2 rounds none creates a secret message
invisibility 10 ft. radius self special 10 ft. radius* 2 rounds none grants invisibility to multiple creatures
non-detection self 25 rounds/level 100 ft. circle 2 rounds none denies detection of the caster
paralysation self 2 +1 round/level 30° arc, 30 ft. path 2 rounds negates makes creatures utterly helpless
phantom steed touch 1 hour/level 1 mount 2 rounds none creates a mount that can be ridden
rope trick touch 10 rounds/level 5 ft. rope/level 2 rounds none enchants a rope to rise and fix itself
spectral double self 2 rounds/level 1 spectre 2 rounds none creates a spectral double of the caster
spectral milieu 40 ft. ½ hour/level 5 ft./level circle 2 rounds none creates a refuge from the environment
suggestion 30 ft. 6 +6 rounds/level 1 creature 2 rounds negates* binds a creature to be helpful
wraithform self 2 rounds/level self 2 rounds none enables the caster to become ethereal

See also,
Illusionist (class)
Illusionary Spell Acquisition
Illusionary Spell Tables