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    Default The Ultimate Illusionist (3.5)

    This idea came to me while discussing another situation in another thread. How good can someone become at using Illusions? Obviously the Illusionist is as old and beloved as any D&D classic character, but in a world of ToB, CoDzilla, and Batman Wizards, it seems that Illusion-centered characters are few and far between.

    Now, I've been a Bard advocate for some time and I know from personal experience that illusions can be very powerful if used correctly, however I've been wondering exactly what classes, races, feats, spells, and items would be lumped into the "almighty list of undeniable choices" category (or even the "heck, that's awful good" category). My goal is not to write the Illusionist Handbook. I'll wager it's been done before, and I can almost guarantee it's better than anything I can dredge up. Instead, I'm trying to start a discussion on how to make the best of illusions. Here's what I came up with, feel free to add and discuss.

    Gnome Illusionist 3/Master Specialist 4/Shadowcraft Mage 5/Master Specialist 6/Archmage 2.

    I chose to bar Evocation and Enchantment, and due to the Gnome Racial Substitution levels, the character also has -1 caster level when casting transmutation spells. The ability to cast my better illusions sooner and more cheaply seems worth the cost of a round/minute/hour on a few buffs. If it is absolutely diabolically crippling for some reason I cannot understand, an Ioun stone or some other trick will suffice nicely to remedy it.

    Evocation is simply not necessary. Shadowcraft Mage allows the character to turn any figment into an evocation spell that is one level lower. If I find that I desperately need a wind wall, I'll just cast a heightened major image of one and viola, it appears. Shadowcraft Mage also ensures that it will be mostly real (10%+ 10% per level of the figment. At Shadowcraft Mage 5, add 20% more to that), making this a fairly reliable option. This ability also notes that it works as the Shadow spells (shadow evocation, shadow conjuration, et al), meaning that it uses the save of the illusion spell that is creating the effect. Thus, figments (and the evocations and conjurations created with them) have a rather high DC. I'll get into DC crunching in a little bit.

    Enchantment seemed like the other reasonable choice for banning. Enchantment typically deals with disabling, charming, or tricking an opponent. It occurs to me that a creative use of illusions can handle a good deal of cases where charming or tricking would be necessary (maybe you won't tell me where the chest is, but what about your best friend that you don't know we already killed?) and that disabling can be handled by any combination of necromancy, transmutation, and conjuration(clouds and mists, or a summoned creature with a penchant for grapplings). Any choice is valid, those are just mine.

    Master Specialist gives a bunch of pretty nice bonuses that any wizard would enjoy. The Illusionist is no exception. You have to grab Spell Focus to get in, but thanks to Shadowcraft Mage, your spell focus in Illusion also applies sparsely to Evocation and Conjuration (controversial, see shadowcraft mage portion below for details). Not that pumping the believability of your illusions isn't valuable enough. Master Specialist gives you Skill Focus (Spellcraft) and Greater Spell Focus (Illusion) as free feats, but it's the Esoterica that you can't do without. The Minor Esoterica is +2 to the DC of all illusions that have a save of "will disbelief." Throw in the gnome bonus and two spell focuses and you get a save on most of your illusions equal to 10+5+INT+the spell's level. That's not bad at all. The next esoterica isn't quite as valuable (but is nonetheless useful). Every time you cast an illusion, you get concealment for rounds/level of the spell. This works pretty well with the over-all defensiveness of gnomes. The L10 Major Esoteria gives you automatic still, silent, and eschew materials for illusions. Let's see them pin it on you now! Even better, when coupled with your Shadowcraft Mage powers, you can effectively randomly set people on fire with shadow evocations or have someone get mauled by an illusionary tiger without there being any reliable evidence that you did anything at all. Extra spells in your spell book and a few caster level increases are icing on the cake.

    Shadowcraft Mage is a gnome only PrC in the Races of the Stone. It's 5 levels long and pretty good. You can give yourself temporary concealment (except in daylight) of 40% (coupled with moderate esoterica, you should be concealed in some manner when it counts), free still and extend on your illusions, and the big lovely: The ability to treat some of your figments as shadow evocation or shadow conjuration. The catch is that the figment must be on a short list (a very workable list) and must be 1 level higher than the spell you're replicating. Due to the gnome sub level, Heighten Spell is pretty vital here for getting to the right level of figment and the occasional boost of a save. Remember, shadow spells (and figments, now) use the save of the spell level you've used to replicate it. For example, a L4 Major Image used to create a fireball has the normal save for a L4 illusion to disbelieve. The fireball itself still grants a reflex save for half, but you treat the fireball as a 4th level spell (increasing the save DC by 1) because the illusion that created it was 4th level. There is some minor debate as to the intention of that. Some assume that if you apply the illusion's spell level to the save of the replicated spell, you should also apply any other illusion-only bonuses (such as spell focus, minor esoterica, and the gnome bonus) to the save for the spell, because the fireball is (arguably) not an evocation, it is a shadowy illusion that has been enhanced to act and feel like one.

    Archmage was tacked on for the last 2 levels to continue spellcasting. It requires another spell focus, but the other two feats come easy from previous expenditures. Grab some High Arcana, keep your spells going, why not?

    I'll add some feats and spell choices later, because this is taking longer than I expected and I've somewhere to be. Please feel free to tack on or chime in if I've made a mistake or you know something I don't.
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    Default Re: The Ultimate Illusionist (3.5)

    Grab races of stone's Earth Spell. It enhances Heighten spell, allowing you to do silliness like duplicating 9'th level spells with heightened silent image (caster level boosted as well)

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    Default Re: The Ultimate Illusionist (3.5)

    The Killer Gnome. This went over pretty much most the options and then derailed with arguments...

    But yes, I rather love illusionists too. Great for all occasions.
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    Default Re: The Ultimate Illusionist (3.5)

    Let's see if I remember my build...Focused Specialist Illusionist 5 / Incantatrix 2 / Shadowcraft Mage 5 / Incantatrix +8

    Feats:
    1 Iron Will
    3 Spell Focus (Illusion)
    5 Heighten Spell
    6 Earth Sense
    6 <open metamagic>
    9 Earth Spell
    12 Easy Metamagic (Heighten Spell)
    14 <open metamagic>
    15 Residual Magic
    17 <open metamagic>
    18 Arcane Thesis (Silent Image)
    20 <open metamagic>

    Earth Spell and Easy Metamagic let you heighten Silent Image to a 10th level spell (for 9th level shadow spells) in an 8th level slot. Residual Magic lets you do it again next round in a 1st level slot (or 0, if you take the racial substitution level). You have four extra metamagic feats to play around with, all of which can be reduced by 1 by Arcane Thesis. If your DM allows it, I suggest taking a flaw for Arcane Disciple, for spontaneous Miracle or similar cheese. Alternately, two flaws for Spell Mastery and Signature Spell (Silent Image) give you serious spontaneity.

    On the downside, you eventually have four prohibited schools (left with Abjuration, Divination, Illusion, and I recommend Transmutation), although Evocation and some of Conjuration can be compensated for through shadow spells.
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    Default Re: The Ultimate Illusionist (3.5)

    Where are residual magic and the Incantrix?
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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by ocato View Post
    Where are residual magic and the Incantrix?
    Incantatrix is in Player's Guide to Faerun. Residual Magic is in Complete Mage.
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    Default Re: The Ultimate Illusionist (3.5)

    Be sure to look into the focused gnome illusionist. And then try to convince your dm to allow you into the master specialist 1 level earlier due to the first level of gnome illusionist (treats 2 level 1 spells as level 1 spells; however, they are still level 2 for everyone else). If so you can get into it at level 3. You can't take more than 1 gnome illusionist if I remember correctly, they only replace that same level of wizard when you get to that level of wizard (illusionist) class only. I could be wrong, but I spent a full 10+ hours looking it over about 3 weeks ago.

    I posted the following on another thread early september: "I originally asked about whisper gnomes due to making illusionist. Instead went with regular gnome but am a focused specialist gnome illusionist. Gnome illusionist racial substituion level 1 and focus specialist (illusions) with enchantment, evocation, necromancy as prohibited schools and -1 caster level on abjuration school. At level 1, I get 2-0 spells with 3-0 illusions and 0-1 spells and 3-1 illusions with +2 DCs and several level 1 illusions treated at 0 level and several level 2 illusions treated at 1 level. Trying to get my DM to allow me into master specialist at level 3 instead of level 4."

    A thread to look into is: http://www.giantitp.com/forums/showthread.php?t=89970
    Last edited by Lord Denyuar; 2008-10-23 at 08:21 AM.

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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by Chineselegolas View Post
    The Killer Gnome. This went over pretty much most the options and then derailed with arguments...
    I find this thread on the gleemax forums to be more useful, due to the first post, where the shadowcraft gnome build is detailed in greater detail.

    And indeed, as monty already said, the Miracle cheese where you pay no xp, use spell slots lower than 9 to cast it and cast it spontaneously is at the height of illusionary power.

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    Default Re: The Ultimate Illusionist (3.5)

    It's not just Miracle. How about Genesis? You can spend a few weeks blowing all your high-level spell slots on making your demiplane bigger, at no cost to you but time. Or True Creation. For free.
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    Default Re: The Ultimate Illusionist (3.5)

    Gah, why is it that every time ScM is mentioned, someone has to trot out Shadow Miracles. Seriously, this is a great, versitile, and fun class to play, but its tained by the fact that it has such great cheese attached to it, which is QUESTIONABLE at best whether or not it works. I'm not gonna go into great detail, since I've already posted my arguement elsewhere on this forum, but the main point is that Arcane Disciple doesn't add the spells to THE wiz/sorc spell list, it adds them to YOUR spell list, so YOU can cast them, because YOU have the feat, not every other joe wizard in the freakin world. Shadow illusion specifically calls out THE wiz/sorc list, not some list of spells you added to your own list via other means.

    Next thing you know, Joe Bob and Jim Bob the ScM brothers are gonna be hangin around at the bar, Joe Bob (who has AD) is gonna cast a Shadow Miracle, and then Jim Bob (who doesn't have AD) is gonna cast one too, because its on Joe Bobs spell list. Thats just rediculous, abusive, and against the rules.

    Someone cue Chronos to come and give his regular refute to my regular arguement.
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    Default Re: The Ultimate Illusionist (3.5)

    Well, the other widely debated issue is whether or not an illusory Miracle can work at all anyway. The idea is that the effect of casting Miracle might merely request aid from elsewhere, and then the rest of its effects are actions from elsewhere, not the player. If that is true, then faking the effects of the Miracle spell would just be faking the call and not the response. I'm not sure if that's how it works, but as a DM I would rule that way anyway as a cheese preventative.
    • Chameleon Base Class [3.5]/[PF]: A versatile, morphic class that mimics one basic party role (warrior, caster, sneak, etc) at a time. If you find yourself getting bored of any class you play too long, the Chameleon is for you!
    • Warlock Power Sources [3.5]: Making Hellfire Warlock part of the base class and providing other similar options for Warlocks whose powers don't come from devils.

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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by FMArthur View Post
    Well, the other widely debated issue is whether or not an illusory Miracle can work at all anyway. The idea is that the effect of casting Miracle might merely request aid from elsewhere, and then the rest of its effects are actions from elsewhere, not the player. If that is true, then faking the effects of the Miracle spell would just be faking the call and not the response. I'm not sure if that's how it works, but as a DM I would rule that way anyway as a cheese preventative.
    That's not RAW, though. RAW is "you cast Miracle, and X happens." Unless you houserule it differently, how exactly X happens won't affect whether it works.

    If you want a fluff answer, I'd say you draw the power of the miracle directly from the plane of shadows, rather than a deity.
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    Default Re: The Ultimate Illusionist (3.5)

    I always love/hate those kinds of links. They never seem to tell you where they are ripping a lot of the stuff from.
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    Default Re: The Ultimate Illusionist (3.5)

    I'd replace the last level of Archmage by one level of Nightmare Spinner for even more Illusion slots !

    Regarding Shadow Miracles: they're fun, but they are up to the DM.
    "You don’t so much cast a miracle as request one."
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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by Chineselegolas View Post
    The Killer Gnome. This went over pretty much most the options and then derailed with arguments...

    But yes, I rather love illusionists too. Great for all occasions.
    Pretty solid build on the Material Plane, and when it has both feet on the ground, but when it comes to being on most other planes, it can't use Shadow spells. There's also the whole problem of not getting to fly if you want to use Earth Spell.

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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by Cuddly View Post
    Pretty solid build on the Material Plane, and when it has both feet on the ground, but when it comes to being on most other planes, it can't use Shadow spells. There's also the whole problem of not getting to fly if you want to use Earth Spell.
    Collar of Umbral Metamorphosis and Planar Bubble (which also automatically maximizes all your shadow spells and makes them 10% more real), and put dirt in your shoes.
    Last edited by monty; 2008-10-23 at 09:07 PM.
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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by monty View Post
    Planar Bubble (which also automatically maximizes all your shadow spells and makes them 10% more real), and put dirt in your shoes.
    If you have the Collar, yeah, Planar Bubble works.
    And dirt in your shoes most definitely counts as "worked earth".

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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by Cuddly View Post
    If you have the Collar, yeah, Planar Bubble works.
    And dirt in your shoes most definitely counts as "worked earth".
    Oh yeah, forgot to mention the collar. And how so?
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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by monty View Post
    Oh yeah, forgot to mention the collar. And how so?
    Look at this list:

    Can you see how the act of putting dirt in your shoes for the express purpose of making you cast spells would definitionally mean you are working the earth?

    Also, look at this list for stand.

    I imagine it is difficult to stand on anything when you are flying.

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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by Cuddly View Post
    Look at this list:

    Can you see how the act of putting dirt in your shoes for the express purpose of making you cast spells would definitionally mean you are working the earth?

    Also, look at this list for stand.

    I imagine it is difficult to stand on anything when you are flying.
    Hmm...

    Find a couple chunks of (natural) rock that you can tape to your feet. Then fly upside down. Assuming a subjective "up," that can still be considered standing on them (acceleration, simulated or otherwise, creating a force against your feet).

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    Default Re: The Ultimate Illusionist (3.5)

    Taped rocks huh....

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    Default Re: The Ultimate Illusionist (3.5)

    Personally I like the magic flying rock/earth as replacement of the magic flying carpet.. something like thisL (picture from a gnome character in the Avatar Battle Royale in the Arts & Crafts of this forum)

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    Though you may argue this being worked earth.. still, would be cool to fly around on a piece of floating earth. Alternatively you can use a magic flying carpet and use it to scoop up a bunch of unworked earth before taking off?

    Keld Denar, fact remains that the shadow miracle is accepted as possible by plenty of people. As for logic of the whole thing, refer to the link I gave, I think the logic thing is explained well enough there. But let's try not to derail this thread further in whether or not shadow miracle works, you're definitely not going to convince a community otherwise.

    Namo, I think monty already covered your argument about requesting. See two posts above yours.
    Also, to say it depends on the DM is rather obvious. Any normal DM is not going to allow shadow miracles due to being overpowered..

    Anyway, beyond that, if we look at build, I personally am fond of the Shadowcrafter PrC. I know that it is not as good as other PrC's, and that it is from the 3.0 fearun book "Underdark", but it eventually gives up to +20% realness to shadow evocations/conjurations and some other things. The PrC fits thematically and with it being a 10-level PrC, the build Wizard 5/Shadowcrafter 10/Shadowcraft mage 5 looks clean and orderly (though you ofcourse take shadowcraft mage as soon as possible).
    Thematically fitting is the shadow template (from Lords of Madness) as well. Ofcourse +2 LA is bad for any spellcaster, but eh, just felt like mentioning.

    And let's not forget the specialist wizard variants, in this case the illusionist variants, where chains of illusions can be neat, but Illusion Mastery is pretty sweet.. give up the extra spells from being a specialist, but gain: "An illusionist using this variant automatically adds two illusion spells to his spellbook every time he gains a level that grants access to a new spell level. Furthermore, any time the illusionist learns a new illusion spell, he treats that spell as if be had mastered it with the Spell Mastery feat."
    Which means that if your spellbook is taken away, you can still prepare all your illusion spells, and since you have shadow evocations/conjurations, there are plenty of options left for you even with your spellbook gone!

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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by namo View Post
    "You don’t so much cast a miracle as request one."
    Let's see. Numerous shadowy gods grant spells to people who don't even follow them. Take, for example, Faerun. It has a dead god, Ibrundil. God of caves and stuff. Oddly enough, all its clerics that pray to Ibrundil still get their spells... Because Shar supplies them.

    It applies in other places too, and in many places, the Miracle would be granted by an ideal.

    I can't see many gods of trickery/deception/illusion, that wouldn't heed the call.

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    Default Re: The Ultimate Illusionist (3.5)

    "As long as you are standing on stone or unworked earth (including normal soil), you can use the Heighten Spell feat to added effect."

    In terms of game mechanics, "standing" is the opposite of "prone" so as long as you're not prone, you qualify for the standing portion. Whether or not any dirt in your shoes is considered "worked" is irrelevant if you get shoes/sandals with the soles made from stone slabs, as stone doesn't matter if it is natural, carved, or otherwise worked. As long as you aren't prone you're considered standing, and if your feet are on those stone slabs you're considered to be standing on stone.


    Since most builds use Earth Spell with Signature Spell to spontaneously convert Silent Image into any Shadow spell, you may as well take Ability Focus: Silent Image from the good ol' Monster Manual to get +2 to all your offensive spell DCs.

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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by Biffoniacus_Furiou View Post
    Since most builds use Earth Spell with Signature Spell to spontaneously convert Silent Image into any Shadow spell, you may as well take Ability Focus: Silent Image from the good ol' Monster Manual to get +2 to all your offensive spell DCs.
    Does the feat really work that way?
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    Default Re: The Ultimate Illusionist (3.5)

    No, you can't take ability focus for a spell, or spell school, or spellcasting in general. It doesn't meet the prereqs. If you had spellcasting as a (SU) like some outsiders, or as an (EX) or even a (SP), then I suppose you probably could, but not the way a caster gets it. PC casting isn't discribed under any of the above discripters.

    Also, the whole Signature Spell Silent Image thing also kinda doesn't work. Applying metamagic to spells cast spontaneously increases the casting time to a full round action. Heighten is the metamagic you are applying. Its not just a sorcerer stigmata. Its the same as clerics dropping prepared spells to cast cures with metamagic applied. Check out the general discription of metamagic feats in the PHB, I'm pretty sure its detailed out there. I'd cite it, but I'm at work and all the SRD sites are blocked.
    Last edited by Keld Denar; 2008-10-24 at 09:58 AM.
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    Default Re: The Ultimate Illusionist (3.5)

    Quote Originally Posted by Keld Denar View Post
    Also, the whole Signature Spell Silent Image thing also kinda doesn't work. Applying metamagic to spells cast spontaneously increases the casting time to a full round action. Heighten is the metamagic you are applying. Its not just a sorcerer stigmata. Its the same as clerics dropping prepared spells to cast cures with metamagic applied. Check out the general discription of metamagic feats in the PHB, I'm pretty sure its detailed out there. I'd cite it, but I'm at work and all the SRD sites are blocked.
    So deal with it. Or take Rapid Spell (if you qualify; I don't remember the prerequisites offhand) if it really bothers you that much.
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    Halfling in the Playground
     
    PaladinGuy

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    Default Re: The Ultimate Illusionist (3.5)

    Question, by using the abilities of the shadow illusionists to mimic other spells with shadow spells, is it possible to make magic items based on certain spells with their shadow spells mimics? If so, wouldn't you want to make anything as a gnome shadow illusionist if you raised your caster level for your specialty (illusions) and the item would then based on your shadow spell caster level?

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    monty's Avatar

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    Default Re: The Ultimate Illusionist (3.5)

    No, because you're not actually casting the spell in question, you're just mimicking its effects.
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    Keld Denar's Avatar

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    Default Re: The Ultimate Illusionist (3.5)

    You mean, like a Wand of Shadowed Fireballs?

    Nah, because the item doesn't translate your special abilities, it would end up being a Wand of Heightened (3rd) Silent Image. It wouldn't get the benefits of the Shadow Illusion ability, or the CL bump from Earth Spell.

    Then, if the ScM tried to use the wand to cast a 3rd level Silent Image, he still couldn't apply Shadow Illusion to it, since as a spell trigger item, all of the parameters are set by the wand, rather than the caster.

    This is, unless you read VERY loosely in the FAQ about applying Augmented Summoning to a wand. Even then, you'd have to make a Wand of Heightened (4th) Silent Image to get a Fireball, since Shadow Illusion gives 1 level lower, and you wouldn't have the benefits of Earth Spell.
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