Illusionary Spell Acquisition
Illusionists acquire two forms of magic that they can use: cantrips and spells. The illusionist will have some of both when starting off as 1st level, and will gain more as the character gains levels. The method of gaining each differs.
These are kept in 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 these books; losing one is a very unfortunate affair.
Gaining Cantrips
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 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 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 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 5th level to 6th level, gaining a 1st and a 3rd level spell, and therefore two cantrips. He rolls on the new cantrip column twice, gaining one illusionary and one useful cantrip in addition.