The Phantasmist
Prime requisite: Intelligence and Dexterity. Dexterity must be 13+. Intelligence 13+ and Dexterity 13+ gives +5% XP; Intelligence 16+ and Dexterity 13+ gives +10% XP.
Hit Dice: 1d4 (starting hp: 1d4 + Con adj.).
Armor: None; no shields.
Weapons: Dagger.
Phantasmists are magic-users who give up breadth for deceit, mastering phantasm, glamour, darkness, and the half-real stuff of shadow. In the cold, dim realm of Shaidan are sorcerers of a deceptive nature; some name Lashtar's cloudy veils of illusions as its dark patron, or as a cautionary tale. Their hands must be as quick as their wits, for half of every spell is misdirection. At their height, their lies grow solid enough to bleed a man who believes them. A character of any race may take up the art of phantasm.
Advancement
| Level | XP | HD | THAC0 (BHB) |
|---|---|---|---|
| 1 | 0 | 1d4 | 20 (+0) |
| 2 | 3,000 | 2d4 | 19 (+1) |
| 3 | 6,000 | 3d4 | 19 (+1) |
| 4 | 12,000 | 4d4 | 18 (+2) |
| 5 | 25,000 | 5d4 | 18 (+2) |
| 6 | 50,000 | 6d4 | 17 (+3) |
| 7 | 75,000 | 7d4 | 17 (+3) |
| 8 | 110,000 | 8d4 | 16 (+4) |
| 9 | 175,000 | 9d4 | 16 (+4) |
| 10 | 350,000 | 9d4+1 | 15 (+5) |
BHB means Base Hit Bonus for ascending AC. The table covers levels 1–10 but is not a level cap: each level beyond 10th requires twice the previous level's total XP (11th: 700,000; 12th: 1,400,000) and grants +1 hp.
Saving Throws
| Level | D | W | P | B | S |
|---|---|---|---|---|---|
| 1–3 | 13 | 14 | 13 | 16 | 15 |
| 4–6 | 11 | 12 | 11 | 14 | 12 |
| 7–9 | 9 | 10 | 9 | 12 | 10 |
| 10+ | 7 | 8 | 7 | 10 | 8 |
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
Spells per Day
| Level | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1 | 1 | – | – | – | – |
| 2 | 2 | – | – | – | – |
| 3 | 3 | – | – | – | – |
| 4 | 4 | 1 | – | – | – |
| 5 | 4 | 3 | – | – | – |
| 6 | 4 | 4 | 1 | – | – |
| 7 | 4 | 4 | 2 | – | – |
| 8 | 4 | 4 | 3 | 1 | – |
| 9 | 5 | 4 | 4 | 2 | 1 |
| 10 | 5 | 5 | 4 | 3 | 2 |
Phantasmists keep a spellbook and memorize spells as magic-users do, drawing only from the Phantasmist spell list below. A starting phantasmist knows two 1st-level phantasmist spells.
Special Abilities
Trickster's Sleight (1st level)
Once per round as a free action, create a minor sensory trick within 30′: a faint sound, a smell, a hand-sized image, or a flicker of light. It lasts 1 round, causes no damage, and fools no one who touches or closely studies it. Useful for distraction; the referee may grant a surprise or reaction modifier of no more than 1.
The Knowing Eye (3rd level)
+2 on saves against illusions and phantasms. Once per illusion, when the phantasmist sees an illusion, they may roll a save versus spells to recognize it as false; success makes it harmless to them, and they may point it out to allies, who then each get a save to disbelieve.
Lingering Phantasm (5th level)
Illusions the phantasmist creates that last "while concentrating" persist for 3 rounds after concentration ends. The phantasmist may walk at half speed while concentrating on an illusion.
Phantom Double (7th level)
Once per day, as an action, create an illusory double of the phantasmist that lasts 1 turn and moves with them. Each attack against the phantasmist has a 50% chance to strike the double instead. A struck double vanishes. Area effects strike the real phantasmist.
Veil of Seeming (9th level)
Once per day, the phantasmist and up to six willing allies within 30′ appear as any creatures of roughly the same size and shape, for 1 hour. Onlookers who interact closely or have reason to doubt get a save versus spells to see through the veil. The veil ends for any individual who attacks.
Illusory Sanctum: At name level (9th) may establish a sanctum concealed by illusion, attracting apprentices, performers, spies, and suitable patrons. Must obtain and equip the premises; neither the building nor a fixed number of followers is granted.
Magic Items
Phantasmists may use: scrolls of phantasmist spells, or magic-user spells that appear on the phantasmist list; crystal balls (but not their ESP or clairaudience functions); wands of fear, paralysis, illusion, and magic detection; and magic items usable by all classes (potions, most rings, miscellaneous items without class restrictions). They may not use other wands, staves, or rods.
Phantasmist Spell List
Level 1
- Change Self
- Darkness
- Detect Invisible
- Gaze Reflection
- Hypnotism
- Light
- Phantasmal Force
- Read Magic
- Wall of Fog
Level 2
- Blindness
- Deafness
- Detect Magic
- Fog
- Hypnotic Pattern
- Improved Phantasmal Force
- Invisibility
- Misdetection
Level 3
- Continual Darkness
- Continual Light
- Fear
- Hallucinatory Terrain
- Invisibility 10′ Radius
- Nondetection
- Paralyzation
- Spectral Force
Level 4
- Confusion
- Emotions
- Improved Invisibility
- Massmorph
- Minor Creation
- Shadow Magic
- Shadow Monsters
- Any one 1st-level magic-user spell (per slot)
Level 5
- Chaos
- Create Spectres
- Demi-Shadow Magic
- Demi-Shadow Monsters
- Major Creation
- Projected Image
- Summon Shadow
- Any one 2nd-level magic-user spell (per slot)
1st-Level Phantasmist Spells
Change Self Range: Self. Duration: 1d6 + 10 turns + 1 turn per level. The caster appears as any creature of roughly the same size and shape (a human could look like a gnoll, not a wyvern). Clothing and gear change appearance too. The caster gains none of the form's abilities. Touch reveals the true form.
Darkness Range: 120′. Duration: 6 turns + 1 turn per level. Fills a 15′-radius sphere with magical darkness that blocks normal sight and infravision. Cast on a creature's eyes, the victim saves versus spells or is blinded for the duration. Cancels a Light spell, and Light cancels it.
Gaze Reflection Range: 80′ (self or one creature). Duration: 1 turn. An invisible mirror surface guards the subject's face. A gaze attack (basilisk, medusa, and the like) aimed at the subject does not affect it; instead the gazer must save against its own gaze.
Hypnotism Range: 80′. Duration: Until broken. One humanoid of 4 HD or fewer who meets the caster's eyes saves versus spells at −2 or is hypnotized. It regards the caster as a trusted friend and follows suggestions that are not obviously harmful to itself. It may save again each sunrise, and the effect ends if the caster or allies harm it. A creature that cannot see the caster's eyes is unaffected.
Wall of Fog Range: 160′. Duration: 1 turn per level. Creates an opaque wall of fog up to 60′ long and 20′ high, shaped as the caster wishes. It blocks vision but has no other effect; creatures move through it freely.
To be continued...
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