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Updated March 28th, 2025 


 
   
ILLUSIONISTS

Illusionist
Illusionists transform the perception of reality.
An illusionist is a spellcaster whose magic is entrenched in changing the environment or how it is perceived (trickster magic). It demands intelligence and dexterity (create an illusionist, name an illusionist). Like magic-users, their power is derived directly from Sesamar and Desamar, but they may worship some avatar.

Illusionist hierarchy is this:

InitiateLevel 1
TricksterLevels 2 - 5
Master TricksterLevels 6 - 9
PhantasmistLevels 10 - 13
Master PhantasmistLevels 14+

Let it be known, illusionists are relatively rare in Sesamar. Finding guidance is therefore more of a challenge to these casters.

Due to the misguided transmutations of old (see History), illusionists are strongly compelled to be affiliated (to some capacity) with casters of Kornas or Nithnamar. It is a preventive way of protecting the realm from rogue casters who can cause great damage.

There are also advantages for casters who associate with casters of Kornas and Nithnamar. Rubbing elbows with other illusionists allows casters to: a) learn of events that are occurring in the realm, b) have greater access to spell components, and c) enables casters to share spells.

Spells
Illusionists are masters of deception, which is done with a cadre of spells. The following table indicates how many spells an illusionist can memorize, which is dependent upon their level of experience.

IllusionistLevel of Illusionist Spell
Level1 2 3 4 5 6 7 
12
221
332
4421
5431
6432
74321
85332
954321
1054332
11554321
12554322
135543221
145544322
155554322
165554322
175555332
185555432
195555433
205555543
215555554
225555555
236666555
246666665
256666666
267777666
277777776
287777777
298888777
308888887
318888888
329999888
339999998
349999999

Illusionists must maintain a spellbook. This is the accumulation of spells an illusionist has obtained over the course of time. An illusionist may have more than one such book and can make copies of the book, given time and/or price for doing so.

An illusionist can cast a memorized spell once/day. After at least 6 hours of restful sleep and 2 hours in a relatively calm environment for meditation, an illusionist's spells will return to memory. If an illusionist chooses to reconfigure his/her spells, this will require time and access to grimoire(s) that contain the desired spells to be memorized. The time it will take to reconfigure these spells is intelligence and dexterity dependent, explained as follows.

To reconfigure spells, see Spell Memorization.

Special Abilities
Illusionists gain special abilities based upon their experience level.

  • 3rd level - cast the spell detect illusion* and detect invisibility* as many times as they like, but only once/day on any target other than the illusionist in the case of detecting illusions.
  • 5th level - cast the spell detect magic* as many times as they like.
  • 10th level - cast the spell dispell illusion* as many times as they like, once/day on any target.

* The spell must be memorized by the illusionist.

Cantrips
Illusionists can cast this cantrip at will.

Sleight of Hand
An illusionist can make a small object (coin, diamond, thimble, ...) disappear and reappear (if the illusionist so chooses). The illusionist uses gestures to distract viewers and the object can be placed in a pocket, drawer, hat, or anything within reaching distance. However, the illusionist must be working within a controlled space. The illusionist must remain stationary. Also, anyone who is allowed to probe for the object could eventually find it.

All illusionists are able to utilize 3 cantrips +1/per level after the first level. An illusionist cannot sacrifice spell slots for cantrips. Here is a list of cantrips all illusionists have access:

Clean
The illusionist makes a room of 6' by 6' look cleaner than it appears. A messy room would look less messy. A dirty room would look mildly dusty. The size of the room will increase in size 1' by 1' per level of the caster beyond the 1st level. The reverse of this spell is a separate cantrip and would have to be memorized as a separate cantrip. The effects of the spell last 1 turn/level of the caster.

Got Your Nose
The illusionist performs hand configurations that make it look like the caster has the target's nose (or ear or small appendage). The caster has to be within reaching distance of the target. To the target, it will really look like the caster has the appendage, for 3 seconds and cause momentary confusion to the target. This cantrip will break a spellcaster's concentration.

Hypnosis
The illusionist can target 1 person per two levels of experience (rounded down). The illusionist can only target willing creatures whom have an intelligence greater than animal intelligence and be able to understand the illusionist (speak the same language). The illusionist can leave a suggestion such as a trigger word that causes a leg to raise or some other innocuous result. The recipients of the hypnosis have to be within 20' of the caster. The spell lasts 1 turn per level of the caster.

Phantasmal Face
The illusionist can make another humanoid's face look a certain way (mad, sad, curious, ...). The spell lasts for one round and the range is 30'.

Throw Voice
The illusionist is able to throw his/her voice to make a short sound (cough, groan, short word, like "ouch," ...) at a 10' or shorter distance. The distance can be beyond a wall, in a chest, or from someone else's mouth, ...

Trick the Eye
An illusionist can make the target of this spell look where the caster desires for 3 seconds. It can only target creatures whom have animal intelligence or greater and must be able to understand the caster (speak the same language). This will not disrupt a casters spell if it is in progress, but the gaze of the creature will be momentarily moved.