Wizard
Base Class: Wizard

In your studies of illusionary magic, you have taken a strong interest in magic that works its way into the minds of its targets.  Though most illusionists are content making grand, magnificent, or horrifying holograms from their magic powers, or pulling on the plane of shadow to make quasi-real specters, your abilities include the more subtle, manipulating fears, creating charming patterns, or dangerous hallucinations. Whether you use your magic for good, harmless trickery, or to become sinister masters of deception, is your choice.

Scholar of Illusion

Beginning when you select this school at 2nd level, and again each time you gain a wizard level, you may add a spell from the school of illusion to your spell book.  This is in addition to the two spells you normally gain from leveling up.

Minor Patterns

When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can choose to make an encapsulating pattern in place of an illusion. Every creature besides yourself within 20 feet of the pattern must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by the pattern. A charmed creature can only use it's movement to move closer to the pattern, can't use its action, and is visibly dazed, at the start of each of their subsequent turns a charmed creature can repeat its saving throw, on a success, it is no longer affected by you Minor Patterns ability until you take a long rest.

Phantom Glamor

Starting at 6th level, you can change the nature of some of your illusion spells.  When you cast an illusion spell that creates an open affect, that everyone around it can observe, you can choose to make that affect strictly in the minds of other creatures, up to the level you cast the spell at (minimum 1).

Sustainable Illusions

When a creature you can see succeeds on an intelligence (investigation) check to see through an illusion you cast, or succeeds on a saving throw against an illusion spell, you can use you reaction to force them to reroll the ability check or save.

 

Charming Illusions

At 14th level you can combine some of your illusion and enchantment spells, to create potent mind altering affects. When you cast an Illusion spell, you can choose an enchantment spell you know of 5th level or lower that only targets 1 creature and involves a saving throw of some kind, neither spell can deal damage, and only one can have a duration that involves concentration. The level of the illusion spell you cast, and the enchantment spell you choose are added together to determine the level of the new spell you cast, you gain none, if any, of the normal affects of upcasting. You set a condition when you cast the illusion spell (such as reading the text of an Illusory Script, or investigating a Major Image) when a creature meets this condition, the Enchantment spell is cast upon them.

Once you use this ability, you cannot use it again until you finish a Short or Long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes