Tags
B/X, BECMI, BX, Classic Fantasy, Illusions, Magic, Old-School, OSR, spell list, Spells
Here’s a revamped list of “Tricks” (spells) for Illusionists. It combines some classic Illusionist spells with new ones (such as “Coin”, “Palm”, “Dove and Rabbit”, “Escape Bonds” and “Swallow”) that replicate well-known stage tricks.
Each Level of consist of an even number of Tricks, to facilitate random determination of spells known by NPCs and Dragons, or found scribed on Spell Scrolls.
Where necessary, the description of each Trick is followed by one, two, or three additional terms defining the area affected by the Trick, the effect’s duration, and the result of a successful Saving Throw.
- If no [affected area] is indicated in brackets, a spell affects 1 target in visible range.
- If no {duration} is indicated in curly brackets, a spell lasts 1 hour
- If no *Save effect is indicates after the asterisk, no Saving Throw is ordinarily allowed.
1st Level Illusionist Tricks
| 1 | Arcane Mark: Illusionist places a magical inscription up to 6 letters long upon an object or creature, visibly or invisibly. [1 square foot] {Permanent on object; 1 month on creature} |
| 2 | Cause Fear: One target within 50’ is overwhelmed with Fear, and will flee. {1 Turn} *Save negates |
| 3 | Coin: Illusionist produces a coin of any type, that will pass every test until is disappears. {1 Turn} |
| 4 | Color Spray: Multi-colored rays of light shoot at the eyes of a single target. Roll d6 to determine effect. 1 = Stunned for 1d4 Rounds, 2 = Blinded for 1d4 Rounds, 3 = Knocked Unconscious for 1d4 Rounds. [1 target within 25’ of the Illusionist] *Save negates. |
| 5 | Create Flame: Illusionist creates a small flame from their finger, equal to a lit candle in size, heat, and illumination. The flame is real, and will ignite combustibles. {1 Round, until flame is transferred} |
| 6 | Darkness: All light within a 50 foot radius is extinguished, creating total and impenetrable darkness that clouds all normal vision. Only Infravision allows sight. Darkness dispels Light. {1 Hour} |
| 7 | Detect Secret Doors: Illusionist can detect the presence and location of any secret doors or passages within a 25′ foot radius. A Wisdom Check reveals how to open a detected door. {Until Illusionist moves} |
| 8 | Disguise Self: Illusionist can change the details of their own appearance in order to appear to be somebody else. Gender and general frame must remain the same, but the appearance of clothing and equipment can be changed. Voice and smell are unchanged. {Until dawn} |
| 9 | False Magical Aura: Illusionist can make something magical seem mundane (or visa-verse), fooling Detect effects (such as Detect Magic). [1 item weighing 5 pounds per Level] {Permanent until dispelled} |
| 10 | Ghost Lights: Illusionist can create either 1 – 4 floating balls of light (equal to torches), or one glowing humanoid shape, which can be move anywhere in visual range. {1 hour} |
| 11 | Hypnotism: Illusionist commands the attention of one person with 25’. Victim will perform easy, apparently safe requests for as long as the Illusionist pays undivided attention to them. Afterward, the Victim will forget the whole experience. {No more than 1 hour} * Save negates. |
| 12 | Nightvision: Illusionist can see in conditions of very low light with an ability equal to a cat. {Until dawn} |
| 13 | Open/Close: Illusionist opens or closes a container, box, bag, average-sized door, pouch, or other such item at a distance. The item must not be locked, or otherwise secured. [Visual range] {Instantaneous} |
| 14 | Palm: An item that can be completely hidden in the hand disappears into an extra-dimensional pocket. The item can be recalled at will. Only 1 item can be Palmed at a time. {Until item is recalled} |
| 15 | Phantasmagoria I: Illusionist induces a hallucination involving one sense: vision, smell, taste, touch (including temperature), or hearing. The sensory experience can be anything the Illusionist has personally experienced. No real damage can be inflicted, however. [A 10′ cube per Experience Level, located anywhere in visual range] {Concentration} *Save reveals, if viewer has reason to disbelieve. |
| 16 | Phantom Flame: Illusionist creates a perpetual phantom flame which give slight equal to a candle. The flame doesn’t shed heat or consume air, but is dispelled by sunlight. {Permanent} |
| 17 | Shroud of Smoke: Illusionist, or one visible Recipient, is shrouded by smoke (of any color desired), granting a +2 on their AC. The Recipient can see out from the smoke as if it wasn’t there. {1 hour} |
| 18 | Sleep: A visible, living Victim with no more HD than the Illusionist falls asleep until dawn. *Save negates. |
| 19 | Ventriloquism: Illusionist’s voice appears to come from some other place within 50’, while the Illusionist’s lips do not move. {1 hour} *Save reveals deception. |
| 20 | Whispered Message: Illusionist can have a whispered conversation with one or more desired Recipients at any distance, regardless of ambient noise. [1 Recipient per Level of Illusionist, who must be initially visible but can subsequently be any distance away] {1 hour} |
2nd Level Illusionist Tricks
| 1 | Blurry Vision: The vision of 1 visible target becomes blurry, inflicting a -2 Penalty on Attack Rolls. Penalty is ignored by creatures that don’t need eyes to attack. {1 Turn} *Save Negates. |
| 2 | Colorful Cloud: Illusionist creates 50’ diameter cloud of colored fog (in any color, or combination of colors desired) that emanates from any desired point within visual range. Visibility within is 5’. Those more than 5’ within are invisible from outside. {1 hour} |
| 3 | Confusion: Recipient become disoriented, and acts randomly. Roll d10 each round: 1-3 = normal action, 7 – 10 = pointless action, 10 = attacks nearest foe or friend. [50 feet] {1 Turn} *Save negates. |
| 4 | Dove and Rabbit: A held object up the size and weight of a longsword is temporarily transformed into a dove or rabbit under the Illusionist’s control. Animal can be transformed back any time before expiration. {1 Turn} |
| 5 | Hypnotic Pattern: Illusionist creates a fascinating pattern of either smoke or colored light in the air. 2 HD of viewers per Illusionist Level can do nothing but watch. {Concentration} * Save negates. |
| 6 | Invisibility: Recipient vanishes from all forms of non-magical sight, until they cast a spell or attack another. [1 human-sized subject per Illusionist Level] {Until dawn} |
| 7 | Levitate: Illusionist, Recipient, or object floats in the air at a height controlled by the Illusionist. Attacks made while Levitating are at -3. [100 lbs per Illusionist Level, within visual range] {1 hour} *Save negates. |
| 8 | Mirror Image: Illusionist surrounds themselves with as many illusory copies of their body as their own Level. An attacker must make a successful Save to hit or affect the real Illusionist {1 hour} |
| 9 | Phantasmagoria II: Illusionist induces a hallucination involving two senses: vision, smell, taste, touch, or hearing. See Phantasmagoria I. [A 10′ cube per Experience Level, located anywhere in visual range] {Concentration} *Save reveals, if viewer has reason to disbelieve. |
| 10 | Pilfer: Illusionist can transport to their hand a single small nonliving object from any pocket, container, or bag in visual range. Object must weigh 1 lb or less. If multiple objects are inside container, a random one is pilfered. * Save negates and reveals pilfering attempt, if object is carried by an intelligent being. |
| 11 | Pyrotechnics: Illusionist can choose to cause a flame to either explode in a colored burst, (unprepared onlookers are blinded for a minute), or emit thick, choking smoke in a 50’ radius (everyone within is effectively blind, and suffers -4 to Str & Con for 2 minutes. [50’ radius] {1 minute} * Save negates. |
| 12 | Rope Trick: A length of rope up to 30’ long stands upright the air, and can be climbed to an invisible (and otherwise inaccessible) hiding place. Hidden people can see the out, but not be seen. The rope can be pulled inside, and is also the only means of exit. {Until dawn} |
3rd Level Illusionist Tricks
| 1 | Alter-Ego: A new PC is created with different abilities (and any Class desired), and the Illusionist becomes that person. Memories are retained, but the Alter-Ego could be an Elf, Dwarf, etc. The Illusionist can only have 1 Alter Ego. Once it is created, the Illusionist always becomes that person when they use this Trick. {Until dawn} |
| 2 | Banquet of Shadows: Illusionist apparently creates a sumptuous meal, complete with serving wear, utensils, table, table cloth, and table decorations. The food is delicious and filling, if not disbelieved. [Enough food for 2 people per Illusionist Level] {Until dawn} *Save reveals, & makes person unable to unable to touch any part. |
| 3 | Blind/Deafen: Illusionist makes the Victim either blind or deaf, with all appropriate Penalties. [1 Victim within 50’] {1 Hour} *Save negates. |
| 4 | Change Image: Illusionist temporarily turns an existing single page of text (or picture up to 5’ x 10 in size’) into another they have previous seen. {1 Hour per Experience Level of Illusionist} There is no Saving Throw. |
| 5 | Escape Bonds: The Illusionist instantly undoes and escapes from any physical bonds restricting their movement, including tied ropes, locked manacles, grapple holds, constricting snakes, or grabbing tentacles. Note that this Trick does not require Gestures and Props. |
| 6 | Hold Person: Illusionist paralyzes a visible humanoid target under 5 HD, locking them into their current position. Victim can breathe, but take no other action. [1 hour] *Save negates. |
| 7 | Magic Mouth: When a chosen event occurs in a location, a message of up to 25 words will be delivered audibly. The event must be one that could be seen by an ordinary person. {Until triggered} |
| 8 | Minor Creation: Illusionist creates one or more apparently real objects of common, relatively soft, organic (but non-living) material such as cloth, wood, paper, or hemp. Precious spices and wondrous materials (such as the sap of the Sword Lacquer tree) cannot be replicated. The object is crude, unless the Illusionist is also a skilled artisan of the appropriate type. [1 cubic foot per Illusionist Level] {Until dawn} |
| 9 | Phantasmagoria III: Illusionist induces a hallucination involving three senses: vision, smell, taste, touch, or hearing. See Phantasmagoria I. [A 10′ cube per Experience Level, located anywhere in visual range] {Concentration} *Save reveals, if viewer has reason to disbelieve. |
| 10 | Phase Object: Illusionist can push any nonliving object up to the size and weigh of a longsword through any solid obstruction no thicker than the object is long. This spell can be used to place items in pockets, etc. |
| 11 | Suggestion: Illusionist causes one Victim to obey a reasonable sounding directive which can be phrased in one sentence. {Until dawn, or a suggested task is completed} * Save negates. |
| 12 | Swallow: An object up to the size and weight of a longsword can be swallowed and regurgitated at any point in the future. Only one object can be swallowed and held at a time. {Until item is regurgitated} |
4th Level Illusionist Tricks
| 1 | Dimension Door: Illusionist or Recipient is teleported to any place the Illusionist can see. If an unwilling Recipient Saves, Illusionist is transported to the location instead.*Save negates |
| 2 | Disguise Others: Illusionist can make one other person per Level appear to be somebody else, with apparently different clothing and equipment. Only looks are changed – not textures or smells. {Until dawn} |
| 3 | Illusory Trap: Illusionist creates the illusion of a trap (such as pit or dead fall) which wards the area inside 25’ cube. If apparently triggered, all within suffer 2d6 damage. [25’ cube] *Save inactivates, and retroactively negates damage. |
| 4 | Mass Confusion: All within 50’ (except Illusionist) become disoriented, and act randomly. Roll d10 each Round per Victim: 1-3 = normal action, 7 – 10 = strange and pointless action, 10 = attacks nearest foe or friend. {1 Turn} *Save negates. |
| 5 | Mass Sleep: As many visible, living Victims as the Illusionist has Experience Levels fall asleep. Those with greater HD than the Illusionist are immune. {Until dawn} *Save negates. |
| 6 | Overwhelming Fear: Every being not allied with the Illusionist within a 50′ foot radius must Save versus Wisdom or run away until they can no longer see the Illusionist. Affected beings stay afraid for 1 hour. *Save negates, and new Save can be made each Round. |
| 7 | Phantasmagoria IV: Illusionist induces a hallucination involving four senses: vision, smell, taste, touch, or hearing. See Phantasmagoria I. [A 10′ cube per Experience Level, located anywhere in visual range] {Concentration} *Save reveals, if viewer has reason to disbelieve. |
| 8 | Shadow Conjuration: Illusionist summons and commands an apparently real animal or Monster actually made of shadows. Being can do anything a real one can (attacking and causing damage, hauling objects, etc.), if not disbelieved. [1 apparent being with HD equal to or less than Illusionist’] {1 Hour} *Save dispels. |
5th Level Illusionist Tricks
| 1 | Major Creation: Illusionist creates one or more apparently real objects of common, non-precious, non wondrous materials (not gold, silver, platinum, electrum, copper, semi-precious tones, gemstones, nor any special material such as Adamant or Cloud Silver). The objects will be crude in workmanship, unless the Illusionist is also a skilled artisan of the appropriate type. [Objects 1 cubic foot in total size per Level] {Until dawn if object is stone or metal – until next full moon otherwise} |
| 2 | Mirage Arcane: Illusionist can make any environment appear to look, smell, sound, taste, and feel like any other environment. [¼ acre per Illusionist Level] {Until Dawn} *Save reveals the true landscape. |
| 3 | Mysterious Building: The Illusionist creates a quasi-real structure of any form, layout, decoration, and interior furnishing desired, but which can occupy no more than 50,000 cubic feet in total volume. It gives shelter, but there is no food, clothing, or water within. {Disappears at dawn} *Save indicates the building does not exist for the viewer, and they cannot see or interact with those within. |
| 4 | Phantasmagoria V: Illusionist induces a hallucination involving all five senses. See Phantasmagoria I. [A 10′ cube per Experience Level, located anywhere in visual range] {Concentration} *Save reveals, if viewer has reason to disbelieve. |
| 5 | Phantasmal Killer: Illusionist causes the Victim to hallucinate a fight with an imaginary monster embodying their greatest fears. Victim must Save each round – success means they “inflict” 1d8 damage upon the Phantasmal Killer, failure means they suffer d8 damage. Monster has Hit Point equal to Victim’s own, and disappears once its Hit Points = 0. Victim can also be saved by Dispel Magic, and Sleep, or be aided by an ally on the Astral Plane (who can also see and fight the Phantasmal Killer). {Until mental combat ends} |
| 6 | Telekinesis: By mental concentration the Illusionist can move objects in any direction through the air up to 500 feet per Round. [25lbs per Illusionist Level] Anything that done with hands can be done with Telekinesis, including repairs and missile attacks. {Concentration, but no more than 1 minute} |
| 7 | Walk Through Shadows: Illusionist and their companions can walk into the shadows and exit in some shadowy area of another desired place. The destination can be up to 50 miles away per Level of the Illusionist. Travel consumes 1 hour per 50 miles, but feels instantaneous. [Illusionist, + 1 Recipient per Level]{1 hour per Illusionist Level} |
| 8 | Walk Through Walls: Illusionist and their companions can walk though a wall up to 15’ thick as if it didn’t exist. [Illusionist, + 1 Recipient per Level] {1 minute} |
6th Level Illusionist Tricks
| 1 | Cards of Death: Illusionist transforms an ordinary deck of cards into deadly weapons. The Illusionist can throw the transformed cards like daggers at a rate of 10 per Round. If at least 20 cards are left in the deck, the remainder can instead be fanned into two weapons that the Illusionist can dual-wield (without penalties) for 1d6 points of damage each, or treat as a short sword and shield. The Cards are magical, and capable of hitting Monsters immune to normal weapons. [1 deck of up to 78 cards] {1 Turn, or 60 Rounds} |
| 2 | Gate of Shadows: Illusionist transforms an existing door or curtained aperture into a two-way portal between Shadowland and their current location. 1 in 6 chance per Turn something enters the Mundane World through the Gate. [1 doorway, archway, or other aperture up to 12’ x 12’] [1 hour] |
| 3 | Hallucinatory Imposter: The Illusionist creates a perfect copy of a person or Monster they have met, and gives it a mission of deception. The Imposter looks, sounds, smells, tastes, and feels just like the original, and (if a person) is dressed in a perfect reproduction of an outfit the illusionist has seen the original wear. The Imposter temporarily has Intelligence equal to the original, and can steal the memories of viewers to respond convincingly to any test. It can move and converse independently, but cannot actually pick up or move real objects. A door must be open for it to enter a room, etc. {Until Dawn} *Save reveals. |
| 4 | Programmed Phantasmagoria: Illusionist creates an illusion affecting every sense, which follows a predetermined series of actions spanning up to 1 Turn. The Illusionist can make the illusion be triggered by an action (which must be one observable to an ordinary person), or have it repeat on an endless loop. [Area inside a 50’ cube] {Permanent until disbelieved} *Save reveals and ends illusion. |
| 5 | Projected Double: Illusionist creates an illusory double of their body (including their equipment), and splits their consciousness between it and their actual body. The Double can wander up to 1 mile away from the Illusionist’s actual body, and can be used used to Cast Spells that seem to originate from it. The Illusionist can see, hear, and smell through the Double, but not touch or hold anything (and if touched the Double is insubstantial). [1 hour] |
| 6 | True Seeing: Illusionist sees things exactly as they are, or were before they being affected by any Spells or Special Abilities that produce illusions, Glamours, or Transmutations. [Visual range] {1 hour} |
7th Level Illusionist Tricks
| 1 | Alter Reality: The Illusionist can (A) mimic any other Spell from any Class’s list (except Limited Wish), (B) undo the effects of any other Spell, (D) make one of their Illusions (even of a living being) real and permanent (C) endow a soulless being with a Dark Soul drawn from Shadowland, (F) find or restore to existence a lost or destroyed object or being, or (G) erase up to the last hour of history, re-living it with the Illusionist’s knowledge intact. The Illusionist’s desire must be articulated and spoken aloud, and will be interpreted as literally as possible. Each use erases a random year of the Illusionist’s personal memories. |
| 2 | Assume Identity: Illusionist acquires the appearance, Abilities, and characteristics of anyone they have previously met – including such beings as Immortals, Demon Princes, and Fairy nobility! For the duration of the Spell, the Illusionist loses their own physical Abilities, Special Abilities and Weaknesses, which are replaced with those of the Assumed Identity. The Illusionist gain such memories as are necessary to convincingly live their new identity – but no more. Everyone, including the being’s family, closest friends, followers, and subjects will see and treat the Illusionist as if they were actually the being whose identity has been Assumed. {Until dawn} There is no Saving Throw. |
| 3 | Astral Projection: The mind and soul of the Illusionist, and anyone they touch, leave the body to travel on the Astral Plane. Recipients can travel to Dream Worlds, the Empyrean, the Seven Heavens of Good, the Seven Celestial Spheres of Law, the Limbo of Chaos, the Seven Hells of Evil, or even the Emptiness of Outer Darkness. Souls are connected to their physical bodies by an infinitely stretchable Silver Cord – if it is somehow severed (possibly with a magic weapon) the sleeping physical body is killed. {Until dawn} |
| 4 | Cheat Fate: If, before the next dawn, the Illusionist suffers enough damage to kill them, they are instead reduced instead to 1 hp and Teleported (no chance of error) to a previously defined location. {Until dawn} |
| 5 | Mass Invisibility: Up to 300 HD of Recipients visible to the Illusionist become Invisible until they attack another or use magic. Creatures larger than a human count as triple HD. {Endures until broken} |
| 6 | Vanish: The illusionist can make an object, creature, or even building (up to the size of a castle tower) vanish completely into an extra-dimensional space. Anything inside the object Vanishes with it. The Vanished thing can be made to reappear by the Illusionist in any place within visual range. {Until dawn, unless target is recalled before} *Save negates, if the primary target is a living being. |