Base Class: Wizard
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
Illusion Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.
Illusory Reality
At 2nd level, your illusion have found themselves in a state of semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object can't deal damage or otherwise directly harm anyone, and remains real for a number of rounds equal to your proficiency bonus. Once you have pulled an object from a spell, you cannot pull further objects from it, even if the initial object has already dissipated.
If the object undergoes heavy pressure or damage, it will have a maximum durability, despite its form, because ultimately it is a reflection of your magical strength. Your object has an amount of hp equal to your proficiency bonus times the level of the spell you cast for this ability. It's AC equals your spell save DC. Damage adjustments such as immunities and vulnerabilities will be decided by the DM due to the nature of your object.
Illusory Self
Beginning at 6th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can't use it again until you finish a short or long rest.
Magical Mimickry
Beginning at 10th level, you gain the capacity to create an illusory replication of a pre-existing spell. You can cast any evocation or conjuration spell that deals damage, summons a creature, or prompts a saving throw, even if you don't have them prepared or they're not wizard spells. Casting a spell in this way is not the same as the proper spell, as it's only a replication of it, so while you must expend the same spell slot, you must take a penalty listed below.
- If the spell prompts a saving throw, but deals no damage on a success or failure, then your spell save DC for this casting is equal to 8+your intelligence modifier.
- If the spell deals damage, all damage dealt by the spell is cut in half.
- If the spell summons a creature, it deals half damage, and it has half of its regular hp.
Delusional Snare
At 14th level, you gain the ability to so effectively deceive creatures that you can manufacture entire realities. When a creature you can see begins their turn within 60 feet of you, you may use your reaction to use this ability. At the time of declaring this ability, it has no effect, but at the end of their turn, they must make a wisdom saving throw against your spell save DC. This effect is considered a charm effect. Upon a failure, unbeknownst to them, you had successfully trapped them in an illusory bubble at the beginning of their turn, having them waste their resources to perform no real effect. Their entire turn, including movement, actions, damage dealt, and triggered effects are all reset as if they had never taken their turn, but resources and actions they have expended are wasted. Once you have used this ability once, you may not do so again until your next long rest.
Previous Versions
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