D&D 3.0: Tales from Mystara
Master of Illusions
Prestige Classes of the Mysteries of Magic of Mystara Étira
The Master of Illusion
“Never trust your senses….”
Illusionists use unique techniques which influence what people see or think by affecting their minds. These abilities are different from the phantasmal force approach because they do not create a magical vision or a sensation; they alter a victim’s perception all at once, using emanations from the Dimension of Nightmares.
Upon entering the order, disciples are taught the phantasmal force, confusion, and hallucinatory terrain spells. Because of the illusionists expertise, the two last spells become 3rd level spells of them.
Hit Dice: d4.
To qualify to become a candle caster a character must fulfill the following criteria.
Skill Name : Knowledge (Arcana): 8 Ranks, Bluff: 4 ranks.
Spells: Any Illusion spells
Special: Specialisation in the Illusion School.
The Illusionist’s class skills (and the key ability for each skill) are:Alchemy(Int), Concentration(con), Craft(Int), Heal(Wis), Knowledge(Arcana)(Int), Knowledge(Nature)(Int), Scry(Int),Spellcraft(Int). Bluff (Cha) and Disguise (Int).
Skill Points at Each Level: 2 + Int Modifier.
All the follwoing are class features of the Illusionist prestige class.
Weapon and Armor Proficiency: The Illusionist gains no special weapons or armor’s proficiency.
Spells per Day: The Illusionist gains extra spells per level as her previous class..
Hypnosis: The illusionist can attempt to influence the reasoning of one or more persons (total HD or levels equivalent to the disciple’s total spellcaster level). He needs only to speak causally for five rounds. The DM then rolls a Spellcraft check to see if the attempt succeeds (DC equals the level of the victim). If the attempt fails, the victims suddenly realize the disciple is making bizarre gestures, swinging a medallion, and speaking in a soft, all-to-suspicious voice as small lines spiral in her eyes. The victim’s reactions are up to the DM according to the situation.
If the attempt succeeds, the victims trust and do whatever the illusionist says, as long as it does not threaten their lives. He can cause them to forget things, speak the truth, or accomplish one mission for her. A hypnotic trance lasts until someone slaps the victim in the face (or causes any sort of damage), or the mission is accomplished. If a victim does not understand the illusionist but was still hypnotized, he remains immobile and stares blankly until the effect is broken.
A roll of 1 causes the illusionist to hypnotize herself and be the victim of her own command, whatever it was to be. This is a extraordinary ability.
Dream Alteration: The illusionist may attempt to affect one intelligent creature’s dreams, up to a mile away per total spellcaster level. False messages or horrible nightmares sent during her sleep alter an NPCs reasoning if he fails an intelligence check (DC is 10 plus the illusionist intelligence adjustment plus his level on this prestige clss) the next morning. PC’s will react according to the way their players interpret the dreams (obviously, the DM should roll-play the event and not reveal the source of the dream).
Any successful dream negates one night’s rest, and prevents the recovery of spells the next day. In addition, the illusionist can make one or more monsters from the Dimension of Nightmares (statistics up to the DM, but no more than one HD per total levels of spellcaster of the illusionist) haunt the victim’s dreams. Conduct “dream” combats as per normal combat rules. If the monster wins the victim weak up screaming and temporarily loses a point of Wisdom. All lost points are recovered only after normal nights of uninterrupted sleep. At 0 points of Wisdom, the victim falls insane (effects up to the DM). A heal spell is needed to cure this type of insanity. A suspicious character may identify the nightmares’ nature (the illusionist and the general whereabouts) by casting a contact outer planes spell.
If the illusionist fails two attempts in a row, he cannot affect this particular victim ever again (and her true face appears in the victim’s dream). On a 1, the disciple herself dreams she fights a monster of nightmares (as per this abilities effects). If defeated, he permanently loses a point of Constitution. This is a supernatural ability.
Delirium Tremens: This creates illusions of any size within a victim’s mind. It has all the sensations needed to be plausible (movement, noise, heat, touch, smell, etc.). A disciple can affect one HD or level of victims per total spellcaster level, within a 120’ radius. This effect does not require light (but the illusionist must at least vaguely see her victim’s).
Effects are similar to a phantasmal force except that all illusory damage becomes actual hit point damage. The illusionist can create monsters from the Dimension of Nightmares (statistics similar to dream alteration) in the victims’ minds. Fights are conducted as per normal combat rules. Any other effect imitated by the illusion inflicts 1d6 points of damage per total level of spellcaster (maximum 20d6). Unaffected witnesses will see victims frantically swinging their weapons or casting spells against invisible foes.
The spell lasts as long as it takes for the illusion to represent the desired event or until the victims defeat the monster in their minds. There is no save to avoid the effect.
On a roll of 1, the disciple dreams he is in the Dimensions of Nightmares, until he finds a way back or someone wakes her up. Damage suffered is real, as per this ability’s normal effect. This is a spell like ability.
Shadow Reality: The disciple can attempt to control shadowy or black areas, for one round per experience level. It allows her to dimension door at will from one dark area to another or stay in the dark as a non-corporeal form that can only be spotted with a detect invisible or similar spell. While immaterial he cannot cast spells but he can affect shadows (see below).
The illusionist can create immobile objects (such as walls, doors, stairs, bridges, etc.) Out of shadows. Light spells act on these obstacles as a dispel magic. Shadows can be normally dispelled only if they are created by a darkness spell. The area affected covers a yard per level of experience.
A roll of 1 sends the illusionist to the Dimension of Nightmares, where he must find a way of her own to return to safety. This is a spell-like ability.
Dreamland: The High Master may enter or leave the Dimension of Nightmares once per month. There, he may build a stronghold of solid shadow or phantasmal matter. Any native creature that wanders in (25 % chance per week) must make a will save (DC equals 15 plus the illusionists bonuses in Intelligence and Charisma) or remain under the High Master’s control. The maximum number of creatures he can control in her stronghold equals twice her total spellcaster level. They will guard the lair to the best of their abilities and knowledge.
After returning to the Prime Material Plane, the High Master can gate-in a number of HD of creatures equal to or less than her level, once per month, and gives them a mission. The creatures gate from the High Master’s shadow stronghold into her tower. This feat requires the burning of a night-wing’s tongue as prime component (cost of 30,000gps).
The High Master can see and hear all that this creatures perceive, as well as speak through them with no range limit. The creatures remain until the end of their missions, after which they return to their dimension (and regain their freedom).
A roll of 1 causes a rupture between the two dimensions, releasing her servants all at once into the High Master’s tower. Because of the shock, the creatures will be hostile and tear the High Master apart. They will come every night thereafter, wherever he is, until he or they are all dead.
Note: At the end of each day spent in the Dimension of Nightmares, visitors make an Will check (DC equal to 20) or become permanently insane. The High Master of Illusions is immune to this effect. The DM is free to create horrible monsters from the Dimension of Nightmares, or use creatures of outer planes as a substitute.
This is a supernatural ability.
Prestige Class created by the Master of the Game for Games & Ideas in 2005.05.06 in honor of the Old D&D and our 19 years of campaign.