TEXT:  
  Illusionists are specialized mages. Their spells usually deceive and 
  manipulate the senses and the mind. Their more powerful spells 
  use a combination of illusory components and proto-matter drawn 
  from the plane of shadows. These potent spells produce pseudo- 
  and quasi-real effects that may actually harm an opponent. 
   
   
  Base Information 
  Prime 
  INT 
  Requirements 
  None 
  Hit Dice 
  1d4 
  Max. Level 
  14 
   
  Illusionist Level Progression 
  Spell Progression 
  Experience 
  Title 
  Level 
  Hit Dice 
  1 
  2 
  3 
  4 
  5 
  6 
  0 
  Prestidigitator 
  1 
  1d4  
  1 
  - 
  - 
  - 
  - 
  - 
  2,500 
  Minor Trickster 
  2 
  2d4  
  2 
  - 
  - 
  - 
  - 
  - 
  5,000 
  Trickster 
  3 
  3d4  
  2 
  1 
  - 
  - 
  - 
  - 
  10,000 
  Master Trickster 
  4 
  4d4  
  2 
  2 
  - 
  - 
  - 
  - 
  20,000 
  Cabalist 
  5 
  5d4  
  2 
  2 
  1 
  - 
  - 
  - 
  40,000 
  Visionist 
  6 
  6d4  
  2 
  2 
  2 
  - 
  - 
  - 
  80,000 
  Phantasmist 
  7 
  7d4  
  3 
  2 
  2 
  1 
  - 
  - 
  160,000 
  Apparitionist 
  8 
  8d4  
  3 
  3 
  2 
  2 
  - 
  - 
  310,000 
  Spellbinder 
  9 
  9d4  
  3 
  3 
  3 
  2 
  1 
  - 
  460,000 
  Illusionist 
  10 
  9d4+1*  
  3 
  3 
  3 
  3 
  2 
  - 
  610,000 
   
  11 
  9d4+2*  
  4 
  3 
  3 
  3 
  2 
  1 
  760,000 
   
  12 
  9d4+3*  
  4 
  4 
  3 
  3 
  3 
  2 
  910,000 
   
  13 
  9d4+4*  
  4 
  4 
  4 
  3 
  3 
  2 
  1,060,000 
   
  14 
  9d4+5*  
  4 
  4 
  4 
  4 
  3 
  3 
  * A character's CON-modifier no longer applies 
   
  Illusionist Attack Throw and Saving Throws 
  Level 
  Petrify 
  & 
  Paralysis 
  Poison 
  & 
  Death 
  Blast 
  & 
  Breath 
  Staffs 
  & 
  Wands 
  Spells 
  Attack 
  Throw 
  1–3 
  13+ 
  13+ 
  15+ 
  11+ 
  12+ 
  10+ 
  4–6 
  12+ 
  12+ 
  14+ 
  10+ 
  11+ 
  9+ 
  7–9 
  11+ 
  11+ 
  13+ 
  9+ 
  10+ 
  8+ 
  10–12 
  10+ 
  10+ 
  12+ 
  8+ 
  9+ 
  7+ 
  13–14 
  9+ 
  9+ 
  11+ 
  7+ 
  8+ 
  6+ 
   
   
  At 1st level, illusionists hit an unarmored foe (AC 0) with an attack 
  throw of 10+. They advance in attack throws and saving throws by 
  two points every six levels of experience. Illusionists may only fight 
  with quarterstaffs, clubs, daggers, and darts and cannot wear 
  armor or use shields. 
   
  Illusionist can learn and cast illusion spells. The number and levels 
  of spells the illusionist can use in a single day are listed on the 
  Illusionist Spell Progression table. An illusionist’s spell selection is 
  limited to the spells in his repertoire. An illusionist’s repertoire can 
  include a number of spells up to the number and level of spells 
  listed for his level, increased by his Intelligence bonus. 
   
  For instance, Taskin, a 3rd level illusionist, is able to cast two 1st 
  level spells and one 2nd level spell per day. If he has 16 INT (+2 
  modifier) he can have up to four 1st level and three 2nd level spells in 
  his repertoire. More information on casting spells and individual 
  spell descriptions can be found in the ACKS CR's Spells chapter and 
  below. 
   
  When an illusionist reaches 5th level, he may begin to research 
  spells, scribe magical scrolls, and brew potions. When an illusionist 
  reaches 9th level, he is able to create more powerful magic items 
  such as weapons, rings, and staffs. An illusionist may also build a 
  sanctum when he reaches 9th level. He will then attract 1d6 
  apprentices of 1st-3rd level plus 2d6 normal men seeking to 
  become illusionists. Their intelligence scores will be above average, 
  but many will become discouraged from the rigorous mental 
  training and quit after 1d6 months. While in the illusionist’s service, 
  apprentices must be provided food and lodging, but need not be 
  paid wages. If the illusionist builds a dungeon beneath or near his 
  tower, monsters will start to arrive to dwell within, followed shortly 
  by adventurers seeking to fight them. Additional rules for 
  illusionist’s sanctum are detailed in the ACKS CR's Campaign 
  chapter. 
    
  At 11th level, an illusionist may learn and cast ritual illusion spells of 
  great power (7th, 8th, and 9th level), craft magical constructs, and 
  create magical cross-breeds. If chaotic, the illusionist may create 
  necromantic servants and become undead. These rules are in the 
  Campaign chapter. 
   
  In all other respects, treat an illusionist as a mage. 
   
   
  
  All of the following spells are illusion rituals / spells. (CR = Spell 
  from ACKS’s Core Rulebook, PG = Spell from ACKS’s Player 
  Companion). 
   
  Level 1 
   
  1. 
  Auditory Illusion* 
  2. 
  Color Spray* 
  3. 
  Dancing Lights* 
  4. 
  Darkness Globe* 
  5. 
  Detect Illusion* 
  6. 
  Detect Invisibility (CR) 
  7. 
  Doppelganger* 
  8. 
  Hypnotism* 
  9. 
  Light (CR) 
  10. 
  Phantasmal Force (CR) 
  11. 
  Refraction* 
  12. 
  Wall of Vapor* 
   
  Level 2 
   
  1. 
  Blindness* 
  2. 
  Blur* 
  3. 
  Deafness* 
  4. 
  Detect Magic (CR) 
  5. 
  Fog Cloud* 
  6. 
  Hypnotic Pattern (PG) 
  7. 
  Invisibility (CR) 
  8. 
  Magic Mouth (CR) 
  9. 
  Mirror Image (CR) 
  10. 
  Misdirection* 
  11. 
  Phantasmal Force, Greater* 
  12. 
  Ventriloquism (CR) 
   
  Level 3 
   
  1. 
  Continual Light (reversible) (CR) 
  2. 
  Dispel Phantasm* 
  3. 
  Fear (PG) 
  4. 
  Feign Death (CR) 
  5. 
  Hallucinatory Terrain (CR) 
  6. 
  Illusionary Script* 
  7. 
  Invisibility 10' Radius (CR) 
  8. 
  Nondetection (PG) 
  9. 
  Paralyze* 
  10. 
  Rope Trick* 
  11. 
  Spectral Force (PG) 
  12. 
  Suggestion* 
   
  Level 4 
   
  1. 
  Charm Monster (CR) 
  2. 
  Confusion (CR) 
  3. 
  Dispel Magic (CR) 
  4. 
  Illusory Stamina* 
  5. 
  Implant Emotion* 
  6. 
  Invisibility, Greater* 
  7. 
  Massmorph (CR) 
  8. 
  Minor Creation* 
  9. 
  Phantasmal Monsters* 
   
   
   
   
   
   
   
   
   
   
   
  Level 5 
   
  1. 
  Confusion, Greater* 
  2. 
  Feeblemind (CR) 
  3. 
  Major Creation* 
  4. 
  Maze* 
  5. 
  Phantasmal Door* 
  6. 
  Phantasmal Killer (PG) 
  7. 
  Phantasmal Monsters, Greater 
  8. 
  Project Image (CR) 
  9. 
  Shadow Evocation* 
  10. 
  Summon Shadow* 
  11. 
  Strength of Mind* 
   
  Level 6 
   
  1. 
  Conjure Animals* 
  2. 
  Invisible Stalker (CR) 
  3. 
  Permanent Illusion (PG) 
  4. 
  Phantasmal Monsters, Advanced* 
  5. 
  Programmed Illusion (PG) 
  6. 
  Shadow Evocation, Greater* 
  7. 
  Spectral Force, Permanent* 
  8. 
  Spectral Force, Programmed* 
  9. 
  Suggestion, Mass* 
  10. 
  True Seeing (CR) 
  11. 
  Veil* 
   
   
  Level 7 
   
  1. 
  Astral Spell* 
  2. 
  Limited Wish* 
  3. 
  Prismatic Spray* 
  4. 
  Prismatic Wall* 
  5. 
  Vision* 
   
  An illusion is a simulated reality, fooling the senses and the mind. 
  Very powerful illusions are semi-real and have the ability to actually 
  affect their targets physically. Illusions are not perceived as such as 
  long as a player states that his character has cause to think 
  something is not real or a character directly interacts with them. 
  The illusion may then be disbelieved with a successful saving throw 
  vs. spells (or sometimes even automatically as determined by the 
  Judge). Simply hearing another character tell you, that this and that 
  is an illusion is not sufficient enough to disbelieve something. What 
  is real for one character is not necessarily so for another character. 
   
   
   
  
   
  Level: 1 
  Duration: 3 rounds per level 
  Range: 60’ +10’ per level 
   
  The caster of this spell is able to create false sounds. The sound 
  may be centered anywhere within range, and within that range the 
  sound can fluctuate and move, imitating approaching or receding 
  footsteps, laughter, voices, and other possibilities. The sound 
  produced is the approximate equivalent of noise produced by 4 
  medium sized beings (or 8 small or 2 large ones). The sound may 
  increase by 4 medium sized beings for each level the caster is 
  above the minimum required to cast this spell. Note that the sound 
  does not have to be humanlike, but could be animal or monster 
  sounds. In these cases the referee will determine how much sound 
  and how many individuals it might represent. Creatures are 
  allowed a saving throw versus spells to realize the effect is illusory, 
  but only if they actively attempt to disbelieve. 
   
  Level: 2 
  Duration: See below 
  Range: 30’ 
   
  If the victim fails a saving throw versus spells, he is rendered 
  permanently blind, unless healed. The original caster may remove 
  the effect at any time, otherwise cure blindness or dispel magic 
  must be used. 
   
  Level: 2 
  Duration: 3 rounds, +1 round per level 
  Range: 0 
   
  The caster’s outline appears blurred, shifting and wavering. The 
  result of this distortion is that all opponents suffer -4 to their attack 
  throws to hit the caster with melee and missile weapons the first 
  round of an attack, and -2 on subsequent rounds. The caster also 
  gains +1 to saving throws versus spell-like devices or spells that 
  require a successful attack to take effect. 
   
  Level: 1 
  Duration: Instant 
  Range: 10’ per level 
   
  A vivid cone of clashing colors springs forth from the caster’s hand, 
  causing 1d6 creatures to become stunned, perhaps also blinded, 
  and possibly knocking them unconscious. The cone is 5’ wide at the 
  origin, 20’ long, and 20’ wide at its terminal end. A total of HD 
  worth of creatures equal to the caster’s level may be affected. Each 
  creature within the cone is affected according to its Hit Dice. HD 
  fewer or equal to the caster: The creature is unconscious for 2d4 
  rounds. HD up to two greater than the caster’s: The creature is 
  blinded for 1d4 rounds. HD 3 or greater than the caster’s: The 
  creature is stunned for 1 round. Only beings of 6 HD or levels, or 
  with more HD or levels than the caster, may save versus spell to 
  avoid the spell’s effects. Sightless creatures are not affected by 
  color spray. 
   
  Level: 5 
  Duration: 12 rounds 
  Range: 120’ 
   
  This spell is a more powerful version of confusion. The function is 
  identical, except every being in a 40’ square area is affected. The 
  targets can save versus spells to avoid the effects. 
   
  Level: 6 
  Duration: 2 rounds per level 
  Range: 30’ 
   
  The caster can summon normal animals to attack enemies 
  designated by the caster. The number of animals that appear is 
  directly related to the caster’s level. The caster summons 1 HD of 
  animals per level of experience of the caster, and each +1 is 
  calculated as 1/4 of a hit die. For example, a 9th level illusionist can 
  summon 9 HD of animals that could consist of nine 1 HD animals, 
  or three 3 HD animals, or two 4+2 HD animals. Summoned animals 
  will fight to the death or until the duration of the spell ends. 
   
  Level: 1 
  Duration: 2 rounds per level 
  Range: 40’, +10’ per level 
   
  The caster may create up to four lights that resemble either 
  lanterns or torches (and cast that amount of light), or up to four 
  glowing spheres of light (which look like will-o’-wisps), or one 
  faintly glowing, vaguely humanoid shape. The dancing lights must 
  stay within a 10’ radius area in relation to each other but otherwise 
  move as the caster desires (no concentration required): forward or 
  back, up or down, straight or turning corners, or the like. The lights 
  wink out if the distance between the caster and the light exceeds 
  the spell’s range, or the duration ends. 
   
  Level: 1 
  Duration: 1 turn, +1 round per level 
  Range: 10’ per level 
   
  The caster creates a 15’ radius ball of darkness, centered anywhere 
  within range. This darkness is complete, and forms of normal vision 
  which normally can see in darkness are useless, including 
  infravision. Light or continual light render the effects of a darkness 
  globe ineffective, such that the normal lighting conditions of the 
  environment are present. 
   
  
  Level: 2 
  Duration: See below 
  Range: 60’ 
   
  If the victim fails a saving throw versus spells, he is rendered 
  permanently deaf. The deafness is magical, not physical, so typical 
  spells employed for the purpose of curing physical ailments are 
  ineffective. The caster may remove the effect at any time, 
  otherwise dispel magic must be used. 
   
  Level: 1 
  Duration: 3 rounds, +2 round per level 
  Range: Touch 
   
  The caster places this enchantment on himself to grant sight that 
  sees through illusion. Illusions can be seen in an area of 10’ wide, 
  10’ long per level. The caster may touch one other creature, 
  granting it the ability to see through illusion as well, so long as the 
  contact is maintained. 
   
  Level: 3 
  Duration: Permanent 
  Range: 10’ per level 
   
  This spell may be used by an illusionist to dispel phantasmal force. 
  Illusions created by others of the illusionist class are dispelled with 
  the same probabilities as dispel magic; however, illusions created 
  by other classes are dispelled automatically. 
   
  Level: 1 
  Duration: 2d6 rounds, + 2 rounds per level 
  Range: 0 
   
  This spell creates a dweomer of illusion, altering the caster’s 
  appearance. The illusion must take the appearance of a humanoid 
  of the caster’s size, but apparent weight and clothing or items may 
  be altered in any way. 
   
  Level: 2 
  Duration: 4 rounds, +1 round per level 
  Range: 10’ 
   
  A 40’ high, 20’ long x 20’ high bank of fog billows forth at the 
  caster’s command. The cloud is identical in appearance to that 
  produced cloudkill; however, its only effect is to obscure vision as a 
  wall of vapor. The fog cloud travels away from the caster in a 
  specified direction at a rate of 10’ per round. 
   
  Level: 1 
  Duration: 1 round, +1 round per level 
  Range: 30’ 
   
  The caster’s gestures and droning incantation fascinate nearby 
  creatures, causing 1d6 creatures in range to be mentally vulnerable 
  to suggestion, exactly as the spell of that name. A successful saving 
  throw versus spells may negate the effect. Creatures not of the 
  caster’s race have a+2 bonus to their saving throw. 
   
  Level: 3 
  Duration: Permanent 
  Range: 20’, +20’ per level 
   
  The caster may write instructions or other information on 
  parchment, paper, or any suitable writing material. The illusory 
  script appears to be some form of foreign or magical writing. Only 
  the person (or people) designated by the caster at the time of the 
  casting are able to read the writing; it is unintelligible to any other 
  being, although an illusionist recognizes it as illusory script. Any 
  unauthorized creature attempting to read the script triggers a 
  potent effect, and must save versus spells or suffer effects identical 
  to the spell confusion. This effect lasts 3d6 turns. 
   
  Level: 4 
  Duration: 3 turns per level 
  Range: Touch 
   
  When this spell is cast, up to 4 medium sized beings may be 
  touched and made to feel as if they are healthier than they truly 
  are. The net effect is that they seem to have been healed of 50% of 
  any damage they have sustained below their maximum. In 
  addition, for 1 round every 10 rounds affected beings may move as 
  if under the effects of haste. However, at the end of the spell’s 
  duration, affected beings lose all illusory hit points in addition to 
  any new damage sustained. If this drops a being to below 0 hp, 
  death occurs. 
   
  Level: 4 
  Duration: See below 
  Range: 10’ per level 
   
  By means of this spell the caster can invoke a specific emotion in a 
  subject unless he succeeds in a saving throw versus spells. The 
  following emotions may be induced, with the following effects on 
  the subject: fear as the spell, -2 to save; rage, +1 to hit, +3 to 
  damage, +5 to hp, subject will fight to the death; hate, saving 
  throws, to hit, damage, and morale +2; despair , as the symbol. 
  Note that implant emotion may also be cast to negate the effects 
  from a creature influenced by this spell. 
   
  
  Level: 3 
  Duration: 4 rounds, +1 round per level 
  Range: Touch 
   
  This spell is nearly identical to invisibility, except it is of limited 
  duration and the creature touched is capable of attacking. When 
  attacking, the invisibility may leave shimmering or other subtle 
  indications of the creature’s presence, allowing an opponent to 
  attack with a -4 penalty. 
   
  Level: 2 
  Duration: See below 
  Range: See below 
   
  This spell imbues the chosen object or creature with an enchanted 
  mouth that suddenly appears and speaks its message the next time 
  a specified event occurs. The message, which must be twenty-five 
  or fewer words long, can be in any language known by the caster 
  and can be delivered over a period of 1 turn. The mouth cannot 
  utter spells or activate magical effects. It does, however, move 
  according to the words articulated; if it were placed upon a statue, 
  the mouth of the statue would move and appear to speak. Of 
  course, magic mouth can be placed upon a tree, rock, or any other 
  object, but not intelligent creatures. The spell functions when 
  specific conditions are fulfilled according to a command as set in 
  the spell. Commands can be as general or as detailed as desired, 
  although only visual, audible, or tactile triggers can be used. 
  Audible triggers can be keyed to general types of noises or to a 
  specific noise or spoken word. Actions can serve as triggers if they 
  are visible or audible. A magic mouth cannot distinguish alignment, 
  level, HD, or class except by external garb. The range limit of a 
  trigger is 5’ feet per caster level, so a 6th level caster can command 
  a magic mouth to respond to triggers as far as 30’ away. Regardless 
  of range, the mouth can respond only to visible or audible triggers 
  and actions in line of sight or within hearing distance. The duration 
  of this enchantment is indefinite, as it is discharged only when the 
  conditions are met 
   
  Level: 5 
  Duration: 6 turns per level 
  Range: Touch 
   
  Major creation is much like minor creation; however, vegetable 
  matter may be created with twice the duration. 
   
  Level: 5 
  Duration: See below 
  Range: 5’ per level 
   
  The caster banishes the subject into an extradimensional labyrinth 
  of force planes. The number of turns or rounds the subject wanders 
  is determined by his intelligence. Minotaurs and mindless 
  monsters, such as most constructs and undead, are not affected by 
  this spell. 
   
  Maze 
  INT 
  Wandering Time 
  2 or lower 
  2d4 turns 
  3-5 
  1d4 turns 
  6-8 
  5d4 rounds 
  9-12 
  4d4 rounds 
  13-15 
  3d4 rounds 
  16-18 
  2d4 rounds 
  19 or higher 
  1d4 rounds 
   
  Level: 4 
  Duration: 6 turns per level 
  Range: Touch 
   
  The caster creates an object of nonliving vegetable matter (rope, 
  cloth, wood, etc.). The volume of the item created cannot exceed 1’ 
  cube per caster level. A tiny piece of matter of the same sort of 
  item the caster plans to create must be used when casting minor 
  creation. 
   
  Level: 2 
  Duration: 1 round per level 
  Range: 30’ 
   
  By means of this spell, the caster misdirects the information from 
  divinations such as detect evil, detect magic, detect lie, and the 
  like. On casting the spell, an object or creature is chosen within 
  range. For the duration, the opposite information or otherwise 
  misleading or wrong information is conveyed when a detection 
  spell is applied. The caster of such a detection spell is allowed a 
  saving throw to avoid the effect. 
   
  Level: 3 
  Duration: See below 
  Range: 10‘ per level 
   
  The caster may affect creatures up to twice his level of HD total, in 
  a designated 20’ x 20’ area, making them feel as if they cannot 
  move. All creatures that fail a saving throw versus spells are 
  affected. Affected creatures may repeat the save once per round to 
  remove the effect. The effect may also be dismissed by the caster 
  at any time, otherwise dispel magic can negate the effect. 
   
  Level: 5 
  Duration: 1 round per level 
  Range: 10’ 
   
  The caster of this spell fabricates an illusory door. He may then 
  appear to enter it, and pursuers are fooled into thinking this is the 
  case. In reality, the caster becomes invisible, and is standing next 
  to the door. The invisibility only lasts for the duration of this spell. 
  Any beings who pursue the caster through the phantom door 
  believe themselves to enter a featureless 10’ square room. 
   
  
  Level: 2 
  Duration: See below 
  Range: 240’ 
   
  This spell is an improved version of the spell phantasmal force. The 
  area of effect is a 40’ cube, +10 square feet per level. In addition to 
  a visual illusion, subtle auditory effects accompany the illusion so 
  that a creature makes sound as it moves, or similar effects are 
  heard. Coherent speech is not possible, but mumbling sounds may 
  be heard. The caster can move at 50% his normal movement rate 
  while concentrating on the spell, and the illusion does not 
  disappear until 2 rounds after the caster stops concentrating on the 
  illusion. Refer to phantasmal force for more details. 
   
  Level: 4 
  Duration: 1 round per level 
  Range: 30’ 
   
  The caster may create phantasmal pseudo-real monsters in an area 
  of 20’. The monster or monsters created cannot exceed the caster’s 
  level in HD. Monsters created in this fashion must all be the same 
  type. They have 2 hp per the creature’s normal HD. Victims are 
  allowed a saving throw vs. spells to realize the creatures are only 
  partly real. The phantasmal monsters are able to attack and deal 
  damage as per a normal creature of their type to any being that 
  fails this save. If the save succeeds, the phantasmal monsters have 
  an effective AC 0 and all damage is -80%, rounding up at .5. 
   
  Level: 5 
  Duration: 1 round per level 
  Range: 30’ 
   
  This spell is identical to phantasmal monsters, but the monsters 
  created are stronger. These monsters have 3 hp per HD. Each 
  creature has AC 2 and -60% to damage if the saving throw vs. spells 
  succeeds. 
   
  Level: 6 
  Duration: 1 round per level 
  Range: 30’ 
   
  This spell is identical to phantasmal monsters, but the monsters 
  created are stronger. These monsters have 4 hp per HD. Each 
  creature has AC 4 and -40% to damage if the saving throw vs. spells 
  succeeds. 
   
  Level: 1 
  Duration: 1 round 
  Range: 0 
   
  By means of this spell the caster makes the space in front of him 
  reflective, like a mirror. Any gaze attack directed at the caster does 
  not affect him, but instead is turned back at the attacker. 
   
  Level: 3 
  Duration: 2 turns per level 
  Range: Touch 
   
  When this spell is cast upon a piece of rope from 5’ to 30’ long, one 
  end of the rope rises into the air until the whole rope hangs 
  perpendicular to the ground, as if affixed at the upper end. The 
  upper end is, in fact, fastened to an extradimensional space. 
  Creatures in the extradimensional space are completely hidden. 
  The space holds as many as five medium sized creatures. Creatures 
  in the space can pull the rope up into the space, making the rope 
  „disappear”. Otherwise, the rope dangles in mid-air unless it is 
  removed. Anything inside the extradimensional space drops out 
  when the spell ends, from the appropriate height. The rope can be 
  climbed by only one person at a time. The rope trick spell enables 
  climbers to reach a normal place if they do not climb all the way to 
  the extradimensional space. 
   
  Level: 5 
  Duration: See below 
  Range: 50’, +10’ per level 
   
  The caster taps energy from the plane of shadow to cast a quasi-
  real, illusory version of an existing spell. The possible spells include 
  fireball, lightning bolt, cone of cold, and magic missile. These 
  spells have normal effects unless an affected creature succeeds at a 
  saving throw vs. spells. Each disbelieving creature takes only one hp 
  damage per caster level from the attack. 
   
  Level: 6 
  Duration: See below 
  Range: 60’, +10’ per level 
   
  Greater shadow invocation is a more powerful version of shadow 
  invocation, allowing the caster to tap the plane of shadow to cast 
  cloudkill, a wall of fire, or a wall of ice. This spell is also capable of 
  producing the spells allowed by shadow invocation; however, 
  should a victim succeed a saving throw vs. spells, damage from 
  spells is 2 hp per caster level, and the wall of fire and wall of ice 
  may inflict 1d4 hp damage per level. 
   
  Level: 6 
  Duration: See below 
  Range: 240’ 
   
  This more powerful version of spectral force persists indefinitely 
  when the caster ceases to concentrate on it. 
   
  
  Level: 6 
  Duration: See below 
  Range: 240’ 
   
  This spell functions as a spectral force, except it is triggered when a 
  set of circumstances specified by the caster occurs, and/or when a 
  specific command is uttered. Once triggered, the spectral force 
  lasts for 1 round per caster level. 
   
  Level: 3 
  Duration: 6 turns, +6 turns per level 
  Range: 30’ 
   
  The caster may influence the actions of a humanoid by suggesting a 
  course of activity (limited to a sentence or two). The suggestion 
  must be worded in such a manner as to make the activity sound 
  reasonable. Asking the creature to do some obviously harmful act 
  automatically negates the effect of the spell. However, a victim 
  may be led to believe that an action is not harmful. For instance, 
  being told to drink something that is poisonous and that it is 
  actually a hearty drink. The suggested course of activity can 
  continue for the entire duration. If the suggested activity can be 
  completed in a shorter time, the spell ends when the subject 
  finishes what it was asked to do. A very reasonable suggestion 
  causes the save to be made with a penalty (such as –1 or –2). A 
  saving throw versus spells is allowed to negate the effects of this 
  spell. 
   
  Level: 6 
  Duration: 6 turns, +6 turns per level 
  Range: 30’ 
   
  This spell functions like suggestion, except that it can affect 1 
  humanoid per caster level within 30’. If used on only 1 being, that 
  being must save versus spells with a -2 penalty. The caster may only 
  issue one mass suggestion, he may not issue separate suggestions 
  per affected creature. 
   
  Level: 5 
  Duration: 1 round, +1 round per level 
  Range: 10’ 
   
  By means of this spell, the caster brings forth 1 shadow per 3 caster 
  levels. These creatures serve the caster, and will fight to the death 
  if ordered. They remain until killed or the spell duration ends. 
   
  Level: 6 
  Duration: 1 turn per level 
  Range: 10’ per level 
   
  The caster instantly changes the appearance of a 20’ square area, 
  including creatures in it if desired. The illusion is maintained for the 
  spell’s duration. The caster can make the subjects appear to be 
  anything desired. They look, feel, and smell just like the creatures 
  the spell makes them resemble, or the area looks, feels and smells 
  like a different area desired. Affected creatures resume their 
  normal appearances if slain. This spell may also be used to mimic 
  the effects of hallucinatory terrain, but the illusion does hold up 
  even under physical inspection. True seeing or similar magical 
  effects will reveal the illusion for what it is. 
   
  Level: 1 
  Duration: 2d4 rounds, +1 round per level 
  Range: 30’ 
   
  The caster of this spell creates an opaque, fog-like vapor in a 20’ 
  cube area per caster level. All beings caught within the vapor 
  cannot see beyond 2’. Strong winds of natural or magical origin can 
  dissipate the wall of vapor before its duration has expired. 
   
   
   
  Level: 7 
  Duration: See below 
  Range: Touch 
   
  By freeing his spirit from the physical body, this spell allows the 
  caster to project an astral body onto another plane altogether. The 
  caster can bring the astral forms of five other willing creatures, 
  provided all subjects are linked in a circle at the time of the casting. 
  These fellow travelers are dependent upon the caster and must 
  accompany him at all times. If something happens to the caster 
  during the journey, his companions are stranded. The caster 
  projects his astral self onto the astral plane, leaving the physical 
  body behind on the material plane in a state of suspended 
  animation. The spell projects an astral copy of the caster, but only 
  items that exist in the astral plane may be taken along. Since the 
  astral plane touches upon other planes, the caster can travel 
  astrally to any of these other planes. To enter one, the caster 
  leaves the astral plane, forming a new physical body on the plane 
  of existence entered. While on the astral plane, the astral body is 
  connected at all times to the physical body by a silvery cord. If the 
  cord is broken, the caster is killed, astrally and physically. Luckily, 
  very few things can destroy a silver cord. When a second body is 
  formed on a different plane, the incorporeal silvery cord remains 
  invisibly attached to the new body. If the second body or the astral 
  form is slain, the cord simply returns to the body where it rests on 
  the material plane, thereby reviving it from its state of suspended 
  animation. Although astral projections are able to function on the 
  astral plane, their actions affect only creatures existing on the 
  astral plane; a physical body must be materialized on other planes. 
  The caster and companions may travel through the astral plane 
  indefinitely. Their bodies simply wait behind in a state of 
  suspended animation. The spell lasts until the caster desires it to 
  end, or until it is terminated by some outside means. 
   
  
  Level: 7 
  Duration: See below 
  Range: Unlimited 
   
  A limited wish allows the caster to create nearly any type of effect. 
  For example, a limited wish can duplicate any spell of 6th level or 
  lower, undo the harmful effects of many spells, and produce any 
  other effect whose power level is in line with the above effects, 
  such as a single creature automatically hitting on its next attack or 
  taking a penalty on its next saving throw or attack throw. This spell 
  may also grant special knowledge to the caster, or the answer to a 
  riddle or question. Note that the desired effects do not have to 
  exactly match any existing spell, but can be unique effects allowed 
  at the Judge‘s discretion. 
   
  Level: 9 
  Duration: 1 turn per level 
  Range: 0 
   
  The caster conjures up an immobile, opaque globe of shimmering, 
  multicolored light that surrounds him and offers protection from all 
  forms of attack. The sphere flashes in all colors of the visible 
  spectrum. The sphere has a blindness effect on creatures with less 
  than 8 HD, which lasts 2d4 turns. The caster can pass into and out 
  of the prismatic sphere and remain near it without harm. However, 
  when inside it, the sphere blocks any attempt to project something 
  through the sphere (including spells). Other creatures that attempt 
  to attack the caster or pass through suffer the effects of each color, 
  one at a time. Typically, only the upper hemisphere of the globe 
  will exist, since the caster is at the center of the sphere, so the 
  lower half is usually excluded by the floor surface. 
   
   
  Prismatic Sphere 
  Color 
  Order 
  Effect 
  Negated By 
  Red 
  1 
  Stops non-magical ranged weapons. Deals 10 points of fire damage 
  Passwall 
  Orange 
  2 
  Stops magical ranged weapons. Deals 20 points of damage 
  Fly 
  Yellow 
  3 
  Stops poisons, gases, and petrifaction. Deals 40 points of damage 
  Disintegrate 
  Green 
  4 
  Stops breath weapons. Poison: death, saving throw vs. poison to negate 
  Passwall 
  Blue 
  5 
  Stops divinations and mental attacks. Petrify: saving throw vs. petrify to negate 
  Magic Missile 
  Indigo 
  6 
  Stops all spells. Insanity: saving throw vs. wands to negate 
  Continual Light 
  Violet 
  7 
  Energy field that sends creature to another plane: saving throw vs. spells to negate 
  Dispel Magic 
   
   
  Level: 7 
  Duration: Instant 
  Range: 0 
   
  This spell causes seven shimmering, intertwined, multicolored beams 
  of light to spray from the caster’s hand. The beams are intertwined in 
  a „fan” of light that is 70’ long, 5’ wide at the origin and 15’ wide at 
  the terminal end. Each beam has a different power. Creatures in the 
  area of the spell with 8 HD or less are automatically blinded for 2d4 
  turns. Every creature in the area is randomly struck by one or more 
  beams, which have additional effects that are identical to the same 
  color of the globes produced by prismatic sphere. See that spell 
  description for these effects. 
   
  Prismatic Spray 
  1d8 
  Result 
  1 
  Red 
  2 
  Orange 
  3 
  Yellow 
  4 
  Green 
  5 
  Blue 
  6 
  Indigo 
  7 
  Violet 
  8 
  Struck by 2 rays: roll twice more, ignoring any 8. 
   
  Level: 7 
  Duration: 1 turn per level 
  Range: 10’ 
   
  Prismatic wall creates a vertical, opaque wall, a shimmering, 
  multicolored plane of light that protects the caster from all forms of 
  attack. For all purposes this spell functions identically to prismatic 
  sphere, except a shimmering wall is produced rather than an opaque 
  globe. 
   
  Level: 7 
  Duration: See below 
  Range: 0 
   
  By means of this spell, the caster sacrifices an object of no less than 
  300 gp value in order to entice an answer to a question from a 
  powerful entity. If the vision is imparted, the caster sees an illusory 
  depiction as his answer, which can take a form that interacts with all 
  senses. However, an answer is not guaranteed. Roll on the table 
  below to determine the outcome. 
   
  Vision 
  1d20 
  Result 
  1-5 
  Success: the vision is accurate and detailed. 
  6-11 
  Ambiguous: only partial or periphery information is 
  imparted 
  12-20 
  Failure: caster is affected by a geas to do the bidding 
  of the power consulted. 
   
   
   
  Version 1.21 by Chrisitan Selzam. This document is for free. Adventurer 
  Conqueror King System ©Autarch and ACKSTM Autarch. Used without 
  permission. No challenge to copyrights or trademarks is intended. 
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Supplemental/ACKS Class Illusionist.pdf