The Illusionist
A Dungeon World Compendium Class
When you’ve learned the basics of spellcasting and trained at the College of Illusions, you can take the move Apprentice Illusionist. When you’ve proven your mastery of the basic illusions to the College, you can take the move Journeyman Illusionist. When you’ve developed your own illusion spell and survived the test of a thousand living shadows, you can take the move Master Illusionist.
Apprentice Illusionist: When you’ve spent your leisure time in study of illusion magic, you can spend preparation to improve your casting of illusion spells. When you roll to cast an illusion spell, you can spend 1 preparation to turn a miss into a 7-9 or a 7-9 into a 10+.
Journeyman Illusionist (Requires: Apprentice Illusionist): You add three of the new illusion spells below to your spellbook and can prepare them normally.
Master Illusionist (Requires: Journeyman Illusionist): When you prepare an illusion spell, treat it as one level lower.
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Level 1 - Minor Illusion: When you cast this spell, choose a single object, creature, or person (no larger than a horse or bear) or a small area (10*10*10, maybe) and make it seem like something else of the same type (object, creature, person, or location). Choose two to fool (sight, hearing, taste, touch, smell); the illusion lasts as long as you focus on it, and you can’t cast another spell until you release this one.
Level 3 - Dancing Shadows: When you cast this spell, the shadows around you appear to flicker, dance, and jump. Hold equal to your int. Spend your hold to:
- Hide someone or something from visual notice momentarily
- Distract or confuse an NPC
- Frighten or intimidate an NPC
- Increase someone’s armor by +2 against a single attack
- Recast this spell at +1
Level 5 - Greater Mirror Image: As per mirror image, but create 1d4+1 illusionary copies of yourself. Each vanishes after taking a single attack instead of you.
Level 7 - Major Illusion: As per minor illusion, but choose one:
- Affect a greater number of objects, creatures, or people (up to your level)
- Affect a larger object, creature, or person (up to the size of a small house)
- Affect a larger area (say 10 square feet per level)
- Affect four senses instead of two
Level 9 - Illusion Trap: When you cast this spell, walk a wide circle and choose one:
- A blissful paradise
- A hellish prison
- Foul memories
- Pleasant memories
- A perplexing dreamworld
The next intelligent creature to enter the circle will fall unconscious, their mind trapped in an illusion of the chosen environment. PCs trapped this way cannot at all discern realities, but they can try to escape the trap by defying danger with mental fortitude. The DM might ask you what happens if they fail a roll in the trap. NPCs might eventually break out, but it’s not likely; strong magic can be used to free a trapped person, PC or NPC.
The college of illusions is a secretive group of bards, thieves, rogues, conmen, and (of course!) wizards skilled in arcane and mundane illusions, tricks, and mindbending. They focus on the school of illusion, of course, but also study enchantment and general magic. They’ve bound two mighty spirits deep in the earth and use them to power magical effects; these are Somnabutia, a living shadow, and Karas, an illusion elemental. The college is lead by Draio, the shadowmaster, and Kitsamona, a beautiful and deceptive sorceress. Both are powerful, manipulative, and ambitious.
The college acts as an ambitious organization: thieves guild if you use it in your fronts. Some of the major players can also act as threats, such as:
- the college building itself, a cursed place: shadow land
- Somnabutia, an arcane enemy: lord of the undead
- Karas, a planar force: force of chaos
- Draio, a planar force: demon prince
- Kitsamona, an arcane enemy: power-mad wizard