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.
Spells and cantrips 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 spellbooks; losing one is a very unfortunate affair.
|Cantrip Type||Number Gained||New Cantrips|
|useful||1 per point of
intelligence above 9
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 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 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.
|X.P. Level||1st lvl||2nd lvl||3rd lvl||4th lvl||5th lvl||6th lvl||7th lvl|
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.