S Skeeve's Visible Notes V3 keeve Vistious is a famous illusionist, who we are legally required to state is a Halfling, and certainly not two cats in a trench coat. However, this researcher hasn't spent his entire life in a tower. Tales of dragons, demons, and even a lich all surround this man. Compiled here are some notes from his manuscript, the ones that weren't invisible, of course. Not all powers and feats will work in your campaign. Use these at your own discretion. Illusionist Feats Temporary Truth Prerequisite: The ability to cast at least one illusion spell Your skill at manipulating illusions has grown enough to allow you fool anyone. When you cast an illusion spell, you may, for less than an instant, make the spell conjuration instead. This conjuration spell may not deal any damage, unless the spell already has a damage condition and the creature would've taken damage anyway. If a spell would have failed due to a creature having an immunity to the illusion, that creature must instead treat the illusion as real, and must make the relative save or successful Intellegence (Investigation) check. The creature's immunity to any illusion type is ignored with any new illusions until it makes a save or successful against an illusion or 1 hour (whichever is first), at which point the creature may see through all illusions it normally could. Once you use this ability you may not use it again until you take a long rest. You may regain a use after a short rest, but you may only do so once per day. Illusory Self You've learned to weave illusions around yourself for defense. 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. You may use this ability a number of times equal to half your Proficiency Bonus (rounded up). Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. School of Illusion The School of Illusion in the Player's Handbook is about wizards growing more powerful in their expertise of Illusions. Below there are re-writes of the Illusionist wizard features, with bolded text to outline changes or additions, or notes where the feat is substitute for the original. Improved Minor Illusion 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 create both a sound and an image with a single casting of the spell. At 10th level, you can cast Minor Illusion without using somantic or material components Maluble Illusions Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see or are concentrating on the illusion. Illusory Smoke 10th level School of Illusion Wizard feature, which replaces Illusory Self feature Everything you cast contains a bit of illusory smoke; leftover deceit you've learned to manipulate. It splashes out from your other spells, effecting only their minds. When you hit a creature with a spell attack roll or force one creature to make a saving throw, you may choose a target within 60 feet to wrap the smoke around (you may choose yourself). Choose one: The target grows translucent to the creature's eyes. The creature has disadvantage on attacks against the target until the end of your next turn. The target grows larger and scarier. The creature has advantage on attack rolls against the target until the end of their next turn. You may do this a number of times equal to your Intelligence Modifier. You may one use on a short rest. New Spells The following are spells that may be integral to a Illusionist's repertoire. Basic Illusion 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute Art By | Victor Adame Minguez
Spells Level Spell School(s) Conc. Ritual Class 1st Basic Illusion Illusion yes no Artificer, Bard, Sorcerer, Wizard 1st Blocking Illusion yes no Bard, Ranger, Wizard 3rd Continual Illusion Illusion no no Artificer, Druid, Cleric, Wizard 5th Path Illusion yes no Bard, Druid, Ranger, Sorcerer, Warlock, Wizard 5th Skeeve's Uncertain Position Illusion/Conjuration no no Bard, Sorcerer, Warlock, Wizard 6th Hallucinatory Arena Illusion yes yes Bard, Druid, Warlock, Wizard 7th Mass Phantasmal Force Illusion yes no Bard, Sorcerer, Wizard 7th Skeeve's Superposition Illusion/Conjuration no no Bard, Warlock, Wizard 9th Mass Greater Invisibilty Illusion yes no Bard, Sorcerer, Wizard 9th Wonderland Illusion yes no Warlock, Wizard You create the image of an object, a creature, or some other visible phenomenon that is no larger than four 5 foot cubes. The image appears at a spot that you can see within range and lasts for the duration. It can make sound, and the volume can range from a whisper to a scream. You can't create a sound loud enough to deal thunder damage or deafen a creature. As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. Blocking 1st-level illusion Casting Time: 1 action Range: 30 feet Components: S, M (rough sand, which the spell consumes) Duration: Concentration, up to 1 minute You make yourself and whatever you are carrying when the spell is cast invisible to one creature of your choice within range. Target creature in range makes a Wisdom Saving throw. Upon a failure, the creature cannot observe you as long as you are concentrating on the spell. A creature cannot see your subtle interactions on the world, like footprints or hand smudges. However, it can see an object float if you are to pick something up, and can deduce that something invisible is around it. Continual Illusion 3rd-level illusion Casting Time: 2 hours Range: Touch Components: V, S, M (sapphire worth at least 5 gp, which the spell consumes) Duration: Until Dispelled You create the image of an object or a other visible phenomenon that is no larger than two connected 5 foot cubes. The image appears at a spot within range. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. The image does not move or make noise, only responding to one physical stimuli with movement and sound, which you choose during casting. An example would be a banner that only waves when the wind is blowing hard. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. Hallucinatory Arena 6th-level illusion Casting Time: 1 action Range: 200 feet Components: V, S, M (stone from a brick) Duration: Concentration, up to 1 minute
You make natural or manmade terrain in a 100-foot cube in range look, sound, and smell like some other sort of natural or manmade terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, town, road, or other difficult or impassable terrain. You may create violent traps like barbed wire, thorny hedges, or pools of poison. If a creature interacts with a trap by moving into the space, they take 6d6 psychic damage. Manufactured structures and equipment within the area can also change in appearance, including becoming invisible. The tactile characteristics of the terrain are unchanged, so creatures entering the area are possible to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain, unless that part of the terrain has been made invisible. These creatures do not take psychic damage from the spell either. Mass Greater Invisibilty 9th-level illusion Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Up to ten willing creatures of your choice that you can see within range become invisible until the spell ends. Anything each target is wearing or carrying is invisible as long as it is on a target's person. Mass Phantasmal Force 7th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute You craft an illusion that takes root in the mind of up to six targets that you can see within range. Each target must make an Intelligence saving throw. On a failed save, you create a phantasmal scene made up of objects, creature, or other visible phenomenon of your choice that is no larger than a 50- foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the targets. Each targets can use their action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and can see through it as a transparent image or superimposed if the image is on an object. While each target is affected by the spell, the targets treat the phantasm as if it were real. The targets rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall-- it was pushed, it slipped, or a strong wind might have knocked it off. Affected targets are so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 6d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot above 7th. Skeeve's Illusory Path 5th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of a yellow masonry) Duration: Concentration, up to 1 minute You create a specific path people must follow. Up to 6 creatures of your choice in a 15-foot-radius sphere makes an Intelligence save. On a failed save, the target must follow the path when attempting to move somewhere, and sees that anywhere that isn't on the path as dangerous, such as a large drop, lava, or acid (your choice). At the end of the creature's turn, they may make another Intelligence save. On a successful save, they may see through the illusion, and may move unimpeaded. The path is composed of 24 5-foot panels. Each panel must be contiguous with at least one other panel. A creature may jump from one panel to another. If a creature steps off the path, either by being forced off or by going off voluntarily, the creature takes 8d6 psychic damage and the spell's effect on them ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell's effect does not does not end when the creature takes psychic damage, so long as the illusion permits. (Example: a void would cause the spell to drop as the creature would take damage when it thinks it hits the bottom, but an acid pool would not drop) Skeeve's Superposition 7th-level illusion/conjuration Casting Time: 1 action Range: Self Components: S Duration: 1 hour Four illusory duplicates of yourself appear in your space. You disappear, split amongst the duplicates. Until the spell ends, the duplicates act on their own, but may not take their own actions. When you use your movement, you may move your illusory doubles up your speed. You can use your action to dismiss the illusory duplicates. You are simultaneously in the location of all duplicates and none of the duplicates at the same time, constantly flickering between all points of existence. If an area of effect affects you
or a duplicate while in range, you count as in range or out of range, your choice. If all your duplicates are in range of an area of effect or are all targeted by a spell, you must make the save or are hit by the spell. You may take actions from the location of any duplicate. A duplicate's AC equals 10 + your Dexterity modifier and can be targeted separately by attacks. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. If a duplicate is not within 60 ft of another duplicate or you, then it is destroyed at the end of your turn. If a creature relies on senses other than sight, such as blindsight, it detects you bouncing in and out of existence. If a creature can perceive illusions as false, as with truesight, it perceives your duplicates as shimmering. When only one duplicate remains, you return to one body and the spell ends. Skeeve's Uncertian Position 5th-level illusion/conjuration Casting Time: 1 action Range: Self Components: S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates mimic your actions, or appear to take the dodge action, so it's impossible to track which image is real. When you use your movement, you may move your illusory doubles up your speed. You can use your action to dismiss the illusory duplicates. Each time a creature hits you with an attack during the spell's duration, roll a d20 to determine if you were ever at the position at all, or if it was one of your duplicates. If you have three duplicates, you must roll a 6 or higher to to have never been there. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. If you roll higher, then a duplicate takes the blow instead, and you teleport to the position of a random duplicate. A duplicate's AC equals 10 + your Dexterity modifier and can be targeted separately by attacks. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. If a duplicate is not within 30 ft of another duplicate or you, then it is destroyed at the end of your turn. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. A creature that uses its action to examine a duplicate and can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. Wonderland 9th-level illusion Casting Time: 1 minute Range: Touch Components: V, S, M (A small glass dome filled with water with a vellum depiction or a carved statuette in the likeness of the target, worth at least 500 gp per Hit Die of the target) Duration: Concentration for 1 minute until target is touched, after which the spell lasts Until Dispelled You banish a creature that you touch into a demiplane formed from their deepest wanton desire. The demiplane creates real objects if the target attempts to interact with the world, and will generate new information based as closely to the real world as possible. The Creature can attempt to escape once per day. When it does so, it makes a Intelligence check versus the caster's save DC. If it succeeds there is a distant chiming of bells, regardless of where it is. After the third successful check ever, it escapes and the spell ends. Upon a successful escape or dispelling of the spell, the glass dome shatters and the the target reappears on top of it. While the spell is active, the sphere is immune to all damage and cannot be broken by any means. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting the special component used to create it. Magic Items Eversmoking Bottle of Illusion Wondrous item, rare Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. You may mutter a description into the bottle as a free action. The description is constrained under the rules of Silent Image but with very limited and quietly subtle sound. When you use an Action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. Shadowy versions of the illusion may be seen through the mist. The illusions move away if approached, vanishing upon impact. The cloud and illusion persists as long as the bottle is open. Closing the bottle requires you to speak its Command word as an Action. Once the bottle is closed, the cloud disperses after 10 minutes and the illusions stop immediately. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a Strong Wind (21 or more miles per hour) can do so after 1 round.