TEXT: Illusionists
  A Basic Fantasy RPG Supplement
  Release 8
  Copyright © 2006-2012, 2018, 2020 Chris 
  Gonnerman, Serge Petitclerc, R. Kevin Smoot, and 
  Mike West.
  Art by John Fredericks
  Proofing: James Lemon
  All Rights Reserved
  Distributed under the terms of the Open Game 
  License version 1.0a
  Basic Fantasy Website:  www.basicfantasy.org
  INTRODUCTION
  This supplement provides information for playing Illusionists, a form of “specialist” Magic-User, under the Basic Fantasy 
  Role-Playing Game rule system. If you do not already have a copy of the Basic Fantasy RPG Core Rules, please visit 
  the website and download a copy.
  NEW CHARACTER CLASS
  Illusionist
  Exp.
  Spells
  Level
  Points
  Hit Dice 1
  2
  3
  4
  5
  6
  1
  0
  1d4 1
  -
  -
  -
  -
  -
  2
  2,500
  2d4 2
  -
  -
  -
  -
  -
  3
  5,000
  3d4 2
  1
  -
  -
  -
  -
  4
  10,000
  4d4 2
  2
  -
  -
  -
  -
  5
  20,000
  5d4 2
  2
  1
  -
  -
  -
  6
  40,000
  6d4 3
  2
  2
  -
  -
  -
  7
  80,000
  7d4 3
  2
  2
  1
  -
  -
  8
  150,000
  8d4 3
  3
  2
  2
  -
  -
  9
  300,000
  9d4 3
  3
  2
  2
  1
  -
  10
  450,000
  9d4+1 4
  3
  3
  2
  2
  -
  11
  600,000
  9d4+2 4
  4
  3
  2
  2
  1
  12
  750,000
  9d4+3 4
  4
  3
  3
  2
  2
  13
  900,000
  9d4+4 4
  4
  4
  3
  2
  2
  14
  1,050,000
  9d4+5 4
  4
  4
  3
  3
  2
  15
  1,200,000
  9d4+6 5
  4
  4
  3
  3
  2
  16
  1,350,000
  9d4+7 5
  5
  4
  3
  3
  2
  17
  1,500,000
  9d4+8 5
  5
  4
  4
  3
  3
  18
  1,650,000
  9d4+9 6
  5
  4
  4
  3
  3
  19
  1,800,000
  9d4+10 6
  5
  5
  4
  3
  3
  20
  1,950,000
  9d4+11 6
  5
  5
  4
  4
  3
  Illusionists are “specialist” Magic-Users who focus on the 
  creation  and  manipulation  of  illusions,  whether visual, 
  auditory, or mental, and at higher levels quasi-real things 
  made of tangible shadow. Though “normal” Magic-Users 
  can create illusions, those created by a true Illusionist are 
  superior in quality and realism. 
  The Prime Requisite for an Illusionist is Intelligence. The 
  Illusionist is required to have an Intelligence score of 13 or 
  higher. Illusionists are poor fighters, with fighting ability 
  equivalent to normal Magic-Users. Likewise they are no 
  more hardy than standard Magic-Users (d4 hit die). They 
  may not wear any armor of any sort or use shields. Like 
  other Magic-Users,  they can utilize  a walking staff  (or 
  cudgel) or dagger, and of course they may use magical 
  weapons  of  those  types.  Otherwise,  Illusionists  can 
  generally be treated as equivalent to Magic-Users for any 
  situation not covered here.
  Because of their expertise at creating and understanding 
  illusions, Illusionists always gain an additional +2 on saves 
  vs. any sort of illusion or phantasm.
  Illusionists  produce  magic  much  like  other  types  of 
  Magic-Users, but have different spell choices. They can 
  learn spells from each other so long as the spells are 
  available to both classes. Like other Magic-Users, a first 
  level Illusionist begins play knowing read magic and one 
  other spell of first level, recorded within a spell book. The 
  GM may roll for the spell, assign it as he or she sees fit, or 
  allow the player to choose it, at his or her option. See the 
  Illusionist Spells section below for more details.
  
  A BASIC FANTASY SUPPLEMENT
  ILLUSIONISTS
  ILLUSIONIST SPELLS
  Illusionists cast spells through the exercise of knowledge 
  and will, exactly as normal Magic-Users. They prepare 
  spells by study of their spellbooks; each Illusionist has his 
  or her own spellbook, containing the magical formulae for 
  each spell the Illusionist has learned, written in a magical 
  script that can only be read by the Illusionist who wrote it, 
  or through the use of a special first-level spell: read magic. 
  All Illusionists begin play with  read magic as their first 
  spell, and it is so ingrained that an Illusionist can prepare 
  it without a spellbook. Read magic has a range of “touch” 
  and is permanent with respect to any given magical work 
  (spellbook or scroll).
  Illusionists may learn spells by being taught directly by 
  another  Illusionist  or  by  studying  another  Illusionist's 
  spellbook. The Illusionist may also learn appropriate spells 
  from standard Magic-Users (or other arcane casters, if 
  used); the spell always being at the level as it appears on 
  the Illusionist Spell List. Likewise, a Magic-User may learn 
  spells shared by the classes from an Illusionist. If being 
  taught, a spell can be learned in a single day; researching 
  another  Illusionist's  spellbook  takes  one  day  per  spell 
  level. Either way, the spell learned must be transcribed 
  into the Illusionist's own spellbook, at a cost of 500 gp per 
  spell level transcribed. A beginning Illusionist starts with a 
  spellbook containing  read magic and at least one other 
  first-level spell, as determined by the Game Master, at no 
  cost.
  Spells in bold are new to this supplement. Spells with an 
  asterisk (*) following the name are reversible.
  First Level Illusionist Spells
  1
  Audible Glamer
  2
  Detect Invisibility
  3
  Change Self
  4
  Color Spray
  5
  Dancing Lights
  6
  Detect Illusion
  7
  Gaze Reflection
  8
  Light*
  9
  Magic Mouth
  10
  Mirror Image
  11
  Phantasmal Image
  12
  Ventriloquism
  Second Level Illusionist Spells
  1
  Alter Self
  2
  Blur
  3
  Continual Light*
  4
  Detect Magic
  5
  Dispel Illusion
  6
  Hypnotic Pattern
  7
  Invisibility
  8
  Obscurement
  9
  Phantasmal Force
  10
  Phantom Trap
  11
  Read Languages
  12
  Rope Trick
  Third Level Illusionist Spells
  1
  Clairvoyance
  2
  Color Cloud
  3
  Darkvision
  4
  Displacement
  5
  Illusory Script
  6
  Illusory Wall
  7
  Invisibility, 10' Radius
  8
  Phantom Messenger
  9
  Phantom Steed
  10
  Shadow Door
  11
  Spectral Force
  12
  Stinking Cloud
  2
  
  ILLUSIONISTS
  A BASIC FANTASY SUPPLEMENT
  Fourth Level Illusionist Spells
  1
  Advanced Illusion
  2
  Confusion
  3
  Dispel Magic
  4
  Hallucinatory Terrain
  5
  Hold Person
  6
  Improved Invisibility
  7
  Massmorph
  8
  Phantasmal Killer
  9
  Rainbow Pattern
  10
  Silence, 15' Radius
  11
  Solid Fog
  12
  Suggestion
  Fifth Level Illusionist Spells
  1
  Cloudkill
  2
  Dream
  3
  Feeblemind
  4
  Mirage Arcana
  5
  Mislead
  6
  Nightmare
  7
  Programmed Illusion
  8
  Projected Image
  9
  Seeming
  10
  Wizard Eye
  Sixth Level Illusionist Spells
  1
  False Vision
  2
  Invisible Stalker
  3
  Mass Invisibility
  4
  Mass Suggestion
  5
  Permanent Illusion
  6
  Shadow Walk
  7
  True Seeing
  8
  Maze
  9
  Phase Door
  10
  Veil
  DESCRIPTION OF NEW SPELLS
  Advanced Illusion
  Range:
  180’
  Illusionist 4
  Duration: 1 minute / level
  This spell functions like the spell spectral force except that 
  the illusion follows a script determined by the caster. The 
  illusion follows the script without requiring the caster to 
  concentrate  on  it.  If  the  illusion  includes  intelligible 
  speech, however, such speech is likewise scripted, so the 
  illusion will not respond if spoken to.
  Alter Self
  Range:
  self
  Illusionist 2
  Duration: 10 minutes / level
  This  spell  allows  the  caster  to assume  the  form  of  a 
  creature of the same body type (i.e. humanoid). The new 
  form must be within 50% of his or her normal size. The 
  assumed form can’t have more hit dice than the caster's 
  level,  nor  more  than  5  HD  at  most.  The  caster  can 
  change into a member of his or her own kind or even into 
  him- or herself.
  The caster retains his or her own ability scores, class, 
  level, hit points, attack bonus and saving throws. If the 
  new  form  is  capable  of  speech,  he  or  she  can 
  communicate  normally  and  cast  spells.  The  caster 
  acquires the physical qualities of the new form, including 
  armor  class,  movement  capabilities  (such  as  climbing, 
  swimming and flight, but not including magical movement 
  abilities  such  as  levitation),  natural  weapons  (such  as 
  claws, bite, and so on), racial abilities, and any gross 
  physical qualities (wings, additional extremities, etc).
  Using alter self does not permit additional attacks, and the 
  caster does not gain any special, supernatural, or spell-like 
  abilities of the new form.
  Audible Glamer
  Range:
  60’ + 10' / level
  Illusionist 1
  Duration: 2 rounds / level
  Audible glamer allows the caster to creates a volume of 
  sound that rises, recedes, approaches, or remains at a 
  fixed location. The caster chooses what type of sound he 
  or  she  creates  when  casting  the  spell,  and  cannot 
  thereafter change the sound’s basic character.
  The volume of sound created is equivalent to the noise of 
  two  normal  Humans  per  caster  level.  Thus,  talking, 
  singing, shouting, walking, marching, or running sounds 
  can  be  created.  The  noise  an  audible  glamer spell 
  produces can be virtually any type of sound within the 
  volume limit. A horde of rats running and squeaking is 
  about  the  same  volume  as  six  Humans  running  and 
  shouting. A roaring lion is equal to the noise from twelve 
  humans, while a roaring dragon is equal to the noise from 
  twenty Humans.
  Note that this spell is particularly effective when cast in 
  conjunction with phantasmal force.
  If a character states that he or she does not believe the 
  sound, a save vs. Spells is made; if the save succeeds, the 
  character hears the sound as distant and obviously fake.
  3
  
  A BASIC FANTASY SUPPLEMENT
  ILLUSIONISTS
  Blur
  Range:
  touch
  Illusionist 2
  Duration: 1 minute / level
  When a blur spell is cast, the caster causes the outline of 
  the  creature  touched  to  appear  blurred,  shifting  and 
  wavering.  This  distortion  causes  all  missile  and  melee 
  combat attacks to be made at -4 on the first attempt and 
  -2 on all successive attacks. It also grants a +1 on the 
  saving throw die roll against any direct magical attack.
  A detect invisible spell does not counteract the blur effect, 
  but a true seeing spell does. Opponents that cannot see 
  the subject ignore the spell’s effect (though fighting an 
  unseen opponent carries penalties of its own).
  Change Self
  Range:
  self
  Illusionist 1
  Duration: 1 turn / level
  This spell allows the caster to alter his or her appearance. 
  This includes not only body shape and facial features, but 
  also  clothing,  armor,  weapons,  and  equipment.  The 
  caster can seem up to one foot shorter or taller, and may 
  appear thin, fat, or any size in between. This spell cannot 
  change the overall body shape of the caster (to look like a 
  dog, for example). Otherwise, the extent of the apparent 
  change is up to the caster.
  The spell does not provide the abilities or mannerisms of 
  the chosen form, nor does it alter the perceived tactile 
  (touch) or audible (sound) properties of the caster or his 
  equipment.
  A  creature  that  interacts  with  the  caster  may,  at  the 
  discretion of the GM, be allowed a save vs. Spells to 
  recognize the illusion.
  Color Cloud
  Range:
  40’ (see text)
  Illusionist 3
  Duration: 1 round/level
  This spell is similar to color spray.  It causes a vivid cloud 
  of clashing colors which cause living creatures in the area 
  of effect  (or who enter the area of effect)  to become 
  blinded or possibly even unconscious.  The cloud covers 
  an area up to 20 feet square or 20 feet in diameter, as 
  chosen by the caster.  Each creature within the cloud is 
  affected according to its hit dice:
  • 4 HD or less: The creature becomes unconscious 
  for 2d4 rounds, then is blinded for 1d4 rounds.
  • 5 to 8 HD: The creature is blinded for 1d4 rounds.
  • 9 or more HD: The creature is blinded for 1 round.
  All creatures having more levels or hit dice than the spell 
  caster, or having 10 or more levels or hit dice in any case, 
  are  entitled to a save  vs.  Spells  to negate  the  effect. 
  Sightless creatures are not affected by this spell.
  Color Spray
  Range:
  20’ (see text)
  Illusionist 1
  Duration: instantaneous
  This spell causes a vivid cone of clashing colors to be 
  projected from the caster’s hands, causing living creatures 
  in  the  area  of  effect  to  become  blinded  or  possibly 
  unconscious.  The cone has a 5-foot diameter at the base, 
  20-foot diameter at the end, and is 20 feet long.  Each 
  creature within the cone is affected according to its hit 
  dice:
  • 2 HD or less: The creature is unconscious for 2d4 
  rounds, then blinded for 1d4 rounds.
  • 3 or 4 HD: The creature is blinded for 1d4 rounds.
  • 5 or more HD: The creature is blinded for 1 round.
  All creatures having more levels or hit dice than the spell 
  caster, or having 6 or more levels or hit dice in any case, 
  are  entitled to a save  vs.  Spells  to negate  the  effect. 
  Sightless creatures are not affected by color spray.
  Dancing Lights
  Range:
  40’ + 10' / level
  Illusionist 1
  Duration: 2 rounds / level
  Depending on the version of the spell selected, the caster 
  creates up to four lights that resemble 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-foot radius area 
  in relation to each other but otherwise move as the caster 
  desires, up to 100 feet per round. Note that concentration 
  is not required; if ignored, the lights continue to move as 
  they were moving when the caster last directed them. If 
  the lights pass beyond the maximum range, the spell ends 
  immediately.
  Detect Illusion
  Range:
  60’
  Illusionist 2
  Duration: 2 turns
  This spell allows the caster to recognize illusions by sight. 
  To the caster, all illusions within the given range appear 
  slightly  translucent  and  obviously  fake.  Detect  illusion 
  allows detection of visual illusions only; it does not detect 
  auditory illusions such as audible glamer.
  4
  
  ILLUSIONISTS
  A BASIC FANTASY SUPPLEMENT
  Dispel Illusion
  Range:
  120’
  Illusionist 2
  Duration: instantaneous
  The caster can use this spell to end all ongoing “illusion 
  spells” within a 20-foot cubic area. Dispel illusion affects 
  spells  such  as  audible  glamer,  phantasmal  image, 
  phantasmal force,  spectral force,  advanced illusion, and 
  so on.  If there is any question as to whether or not a spell 
  is an illusion, the GM's discretion will apply.
  Any illusion spell cast by a character of a level equal to or 
  less  than  the  dispel  illusion caster's  level  is  ended 
  automatically. Those created by higher level casters might 
  not be canceled; there is a 5% chance of failure for each 
  level the illusion's caster level exceeds the dispel illusion 
  caster level. For example, a 10th-level caster dispelling an 
  illusion created by a 14th level caster has a 20% chance 
  of failure.
  When an Illusionist attempts to dispel an illusion cast by a 
  non-Illusionist, the Illusionist is treated as if he or she were 
  two levels higher; if it is not obvious whether the illusion 
  was  created  by  an  Illusionist  or  not,  the  GM  should 
  assume it was.
  Non-illusion spells cannot be ended by this spell.
  Displacement
  Range:
  touch
  Illusionist 3
  Duration: 2 rounds / level
  When a displacement spell is cast, the caster causes the 
  creature touched to appear  2 feet away from its actual 
  position.  This  distortion  causes  all  missile  and  melee 
  combat attacks to be made at -4  on all attacks. It also 
  grants a +2 on the saving throw die roll against any direct 
  magical attack.
  A detect invisible spell does not counteract the blur effect, 
  but a true seeing spell does. Opponents that cannot see 
  the subject ignore the spell’s effect (though fighting an 
  unseen opponent carries penalties of its own)..
  Dream
  Range:
  see text
  Illusionist 5
  Duration: special
  This spell allows the caster, or a messenger touched by 
  the caster, to send a recipient a message through the 
  recipient’s dreams. When the spell is cast, the caster must 
  identify  the  recipient  in  an  unambiguous  way.  The 
  messenger (whether the caster or someone  else) then 
  appears in the recipient’s dream and then delivers the 
  message. The message is purely one-way, and there is no 
  opportunity  for  questions  or  interaction.  When  the 
  recipient  wakes  up,  they  will  remember  the  message 
  perfectly.
  After  casting  the  spell,  the  messenger  is  helpless  and 
  completely unaware of their surroundings until the spell 
  ends. If the recipient is awake when the spell is cast, the 
  messenger can either end the spell immediately or wait 
  until the recipient goes to sleep. Once the recipient goes 
  to sleep,  the  message  can be  delivered.  Whether the 
  messenger has to wait or not, the messenger immediately 
  becomes fully aware again once the message is delivered. 
  Creatures who do not sleep cannot be a recipient of this 
  spell.
  False Vision
  Range:
  touch
  Illusionist 6
  Duration: 1 hour / level
  Any attempt to observe anything within the area of this 
  spell from most kinds of scrutiny will fail. Those looking 
  into the area see a false image (as the spell  advanced 
  illusion),  as  defined  by  the  caster  at  the  time  of  the 
  casting.  As  long  as  the  duration  lasts,  the  caster  can 
  concentrate to change the image as desired. While not 
  concentrating, the image remains static. Those inside the 
  affected area can see and hear outside the affected area 
  normally. Anyone inside the affected area are immune to 
  ESP spells.
  Divination  spells  like  magic  mirror,  clairvoyance,  and 
  clariaudience cannot perceive anything within the area. 
  False  vision does  not  stop  creatures  or  objects  from 
  moving into and out of the area, but they will likely need 
  to disbelieve the illusion before they try.
  Gaze Reflection
  Range:
  0
  Illusionist 1
  Duration: 1 round / level
  The spell creates a mirror like image in the air in front of 
  the caster’s face. Any gaze attack, such as that from a 
  basilisk or a medusa, will be reflected back upon the 
  attacker when it looks at the caster.
  Hypnotic Pattern
  Range:
  120’
  Illusionist 2
  Duration: concentration
  A shifting pattern of light moves through the air mesmerizing 
  those  who  look  at  it.  Roll  2d6  plus  the  caster  level  to 
  determine how many HD are affected by the spell. Creatures 
  with the smallest hit dice are affected first, and among those 
  with the same HD, those closest to the effect are affected 
  first. HD of effect that are not sufficient to affect the next 
  creature are wasted. Affected creatures will stop and watch 
  the effect until the duration expires or they are threatened. 
  Sightless creatures cannot be affected by this spell.
  The effect continues for 2 rounds after the caster stops 
  concentrating on the spell.
  5
  
  A BASIC FANTASY SUPPLEMENT
  ILLUSIONISTS
  Illusory Script
  Range:
  touch
  Illusionist 3
  Duration: permanent
  This spell allows the caster to write whatever they want on 
  whatever they want. The caster specifies who they want to 
  read it. (This can be an individual, class of individuals, a 
  group,  etc.)  For  anyone  else  this  appears  to  be  an 
  unintelligible  magical  writing  of  some  kind,  though  an 
  Illusionist will recognize it as an Illusory Script.
  Any unauthorized creature attempting to read the script must 
  save vs. Spells or fall under the effects of a Suggestion. The 
  Suggestion only applies for 30 minutes and must be very 
  short and simple (for example, “Put this down and leave”).
  Illusory Wall
  Range:
  60’
  Illusionist 3
  Duration: permanent
  This spell creates the illusion of a wall, floor, ceiling, or 
  similar surface, covering up to a 10-foot square area, up 
  to  1  foot  thick.  The  section  of  wall  created  appears 
  absolutely  real  when viewed,  but physical objects  can 
  pass through it without difficulty. When the spell is used 
  to hide pits, traps, or normal doors, any detection abilities 
  that  do  not  require  sight  work  normally.  Touch  or  a 
  probing search may reveal the true nature of the surface; 
  the GM may either allow a save vs. Spells to detect the 
  illusion, or if the probing attempt is well devised the GM 
  may allow it to automatically succeed. In either case, such 
  measures do not cause the illusion to disappear.
  Improved Invisibility
  Range:
  touch
  Illusionist 4
  Duration: 1 round / level
  This spell works exactly like invisibility, except that it does 
  not end if the subject attacks or casts a spell.
  Mass Invisibility
  Range:
  240’
  Illusionist 6
  Duration: special
  Magic-User 7
  This spell bestows the effect of an invisibility spell on all 
  creatures within a 30-foot by 30-foot area. Each subject 
  will remain invisible until he or she attacks or casts a spell. 
  A subject that leaves the original area of effect remains 
  invisible.
  Mass Suggestion
  Range:
  30’
  Illusionist 6
  Duration: up to 1 hour / level
  This spell bestows the effect of a suggestion spell on all 
  creatures within a  30-foot by 30-foot area.  The single 
  suggestion applies to all of the targets. Each target gets its 
  own saving throw.
  Maze
  Range:
  60’
  Illusionist 6
  Duration: 1 turn (see text)
  By means of this spell, the caster banishes the target 
  creature into an extra-dimensional labyrinth. Once per 
  round, the victim of this spell may attempt a save vs. 
  Spells  to  escape  the  labyrinth.  If  the  victim  does  not 
  escape, the maze disappears after 10 minutes, freeing the 
  victim at that time.
  On escaping  or  leaving  the  maze,  the  target  creature 
  reappears where it had been when the maze spell was 
  cast. If this location is filled with a solid object, the subject 
  appears in the nearest open space. Spells and abilities 
  that move a creature within a plane, such as teleport or 
  dimension door, do not help a creature escape a  maze 
  spell.
  Minotaurs are not affected by this spell.
  Mirage Arcana
  Range:
  120’
  Illusionist 5
  Duration: instantaneous
  This spell works as hallucinatory terrain, except that any 
  kind  of  terrain  may  be  re-imaged,  including  terrain, 
  structures, and equipment. This allows buildings to be 
  hidden or added, and other equipment to be hidden or 
  shown.  Creatures,  however,  cannot  be  disguised  or 
  concealed,  though  they  may  always  hide  themselves 
  within the illusion just as they could hide were the illusory 
  terrain real. This spell requires a full turn to cast.
  Mislead
  Range:
  100’
  Illusionist 5
  Duration: special
  The caster becomes invisible (as if by means of improved 
  invisibility) and at the same time an illusory double of him 
  or her appears (as if by means of  spectral force). The 
  caster is then free to go elsewhere while his or her double 
  moves away. The double appears within the given range, 
  but  thereafter  moves  as  the  caster  directs  it  (which 
  requires concentration). The double may be controlled at 
  any distance from the caster, so long as the caster remains 
  able to see it.
  The caster can make the double appear superimposed 
  perfectly over his or her body so that observers don’t 
  notice an image appearing when the caster turns invisible. 
  The caster and the double can then move in different 
  directions. The double moves at the caster's speed and 
  can talk and gesture as if it were real, but it cannot attack 
  or cast spells, though it can pretend to do so.
  The illusory double lasts as long as the caster concentrates 
  upon it, plus 3 additional rounds. After the caster ceases 
  concentration, the illusory double continues to carry out 
  6
  
  ILLUSIONISTS
  A BASIC FANTASY SUPPLEMENT
  the same activity until the duration expires. The improved 
  invisibility lasts for 1 round per caster level, regardless of 
  concentration.
  Nightmare
  Range:
  see text
  Illusionist 5
  Duration: instantaneous
  This spell allows the caster to send a horrific phantasmal 
  vision through the recipient’s dreams. When the spell is 
  the caster must identify the recipient in an unambiguous 
  way. The  nightmare  prevents  restful  sleep and causes 
  1d10 points of damage to the recipient. They are then 
  unable regain spells again for 24 hours. The recipient is 
  allowed  a  saving  through  vs.  Spells,  which  can  be 
  modified by how well the caster knows the recipient and if 
  the caster has some token connected to the recipient. 
  If dispel evil is cast on the recipient while this spell is being 
  cast, the nightmare is dismissed with no effect and the 
  caster  is  paralyzed  for  1  turn  per  level  of  the  caster 
  performing the dispel evil.
  If the recipient is awake when the spell is cast, the caster 
  can either end the spell immediately or wait in a trance 
  until the recipient goes to sleep. Once the recipient goes 
  to sleep,  the  message  can be  delivered.  Whether the 
  caster has to wait or not, the caster immediately becomes 
  fully  aware  again once  the  message  is  delivered. The 
  caster is completely helpless physically and mentally while 
  in the trance. Creatures who do not sleep cannot be a 
  recipient of this spell..
  Obscurement
  Range:
  100’ + 10' / level
  Illusionist 2
  Duration: 10 minutes / level
  A bank of fog up to a 20' cube in volume billows out from 
  the point the caster designates. The cloud moves at a rate 
  of 10 feet per round under the control of the caster (so 
  long as he or she concentrates on it). The fog obscures all 
  sight, including darkvision, beyond 5 feet; beyond that all 
  creatures will be effectively blind.
  The cloud persists for the entire duration even if the caster 
  ceases to concentrate upon it, but a moderate wind (11+ 
  mph) disperses the fog in 4 rounds and a strong wind 
  (21+ mph) disperses it in 1 round. This spell does not 
  function underwater.
  Permanent Illusion
  Range:
  180’
  Illusionist 6
  Duration: permanent
  This spell functions much like  advanced illusion except 
  that the spell is permanent. The “script” for this spell 
  simply repeats endlessly.
  Phantasmal Image
  Range:
  180’
  Illusionist 1
  Duration: concentration
  This spell is often the first spell an Illusionist will learn. The 
  spell creates the visual illusion of an object, creature, or 
  other effect, as visualized by the caster up to a maximum 
  size of a 20-foot cube. The illusion does not create sound, 
  smell,  texture,  temperature,  or  movement.  The  image 
  persists so long as the caster concentrates upon it.
  A save vs. Spells may be granted by the GM any time he 
  or  she  feels  the  illusion  is  likely  to be  seen through, 
  especially if the player describes an illusion which seems 
  improbable or otherwise poorly conceived.
  Phantasmal Killer
  Range:
  100’ + 10’ / level
  Illusionist 4
  Duration: instantaneous
  When this spell is cast, it creates a quasi-real creature that 
  is the target’s worst possible fear. It is literally the worst 
  possible creature to fight that the target can imagine. Only 
  the target can see the phantasmal killer; the caster sees a 
  rough shape.
  The target must make a save vs. Spells to disbelieve the 
  phantasmal killer. If the saving throw is failed, the killer 
  then touches the target, who must then save vs. Petrify or 
  die from fear. Even if the target makes the second saving 
  throw, they still take 3d6 of damage.
  Phantom Messenger
  Range:
  special
  Illusionist 3
  Duration: special
  When this spell is cast, it creates a quasi-real, birdlike 
  creature. It may appear as a small hawk/falcon or as a 
  large dove, and may be any shade of gray from nearly 
  white to nearly black. It does not fight, but all normal 
  animals shun it and only monstrous ones will attack. The 
  messenger has an Armor Class of 18 and 2 hit points, 
  plus 1 per level of the caster. If it loses all of its hit points, 
  the messenger disappears.
  The messenger flies at a movement rate of 120 feet per 
  round. It can bear up to one ounce per five full levels of 
  the caster (one ounce up to level 9, two ounces up to 
  level 14, three ounces up to level 19, and four ounces at 
  level 20).
  When created, the messenger must be given a specific 
  destination, which can be any location on the same plane 
  of existence to which the caster has been at least once 
  (even if he or she was lost at the time). After the caster 
  attaches any message or small item(s) to the legs of the 
  bird, he or she releases it and it flies without error to the 
  specified location.
  7
  
  A BASIC FANTASY SUPPLEMENT
  ILLUSIONISTS
  The caster may additionally visualize a specific person 
  whom  the  messenger  will  seek  out  near  the  target 
  location.  Note  that  this  does  not  allow  location  of  a 
  person;  the  messenger will  fly  around  the  target  area 
  looking for the designated creature.
  The messenger will travel at its maximum movement from 
  the caster to the target location. Distance is no object; the 
  messenger will continue indefinitely until the target area is 
  reached.  If a target creature was specified, the messenger 
  will then fly around up to one day per level of the caster 
  looking, until the target creature is found; otherwise the 
  messenger will immediately land in the target area.  After 
  it lands the messenger will wait patiently for the message 
  or item(s) to be removed, and then will disappear in a 
  faint puff of smoke or mist.  If the item(s) or message are 
  not removed immediately the messenger will disappear 
  anyway after waiting one round per level of the caster, 
  dropping the items on the spot; this will also happen if a 
  target  creature  is  specified  and  cannot  be  found  (the 
  messenger will land first before this happens so as not to 
  drop any carried objects a great distance).
  Phantom Steed
  Range:
  touch
  Illusionist 3
  Duration: 1 hour / level
  The caster conjures a quasi-real horse-like creature. The 
  steed can be ridden only by the caster or by the one 
  person for whom he or she specifically created the mount. 
  A phantom steed has a black head and body, gray mane 
  and  tail,  and  smoke-colored  insubstantial  hooves  that 
  make no sound. It has what seems to be a saddle, bit, 
  and bridle. It does not fight, but animals shun it and 
  refuse to attack it.
  The mount has an AC of 18 and 12 hit points. If it loses 
  all  its  hit  points,  the  phantom  steed  disappears.  A 
  phantom steed has a speed of 40 feet per caster level. It 
  can bear its rider’s weight and what he or she carries (the 
  steed cannot carry saddlebags or the like).
  These mounts gain additional powers according to the 
  caster's level:
  8th level: Ability to ride over sandy, muddy, or 
  even  swampy  ground  without  difficulty  or 
  decrease in speed.
  10th level: Ability to pass over water as if it were 
  firm, dry ground.
  12th level: Ability to travel in the air as if it were 
  firm land instead, so chasms and the like can be 
  crossed  without  benefit  of  a  bridge.  Note, 
  however, that the mount can not casually take off 
  and fly.
  14th level: Ability to fly as if it were a pegasus.
  A  phantom steed’s abilities include those of mounts of 
  lower caster levels; for example,  one  created by a 13th 
  level caster can pass over water, sand, or mud as well as 
  crossing chasms.
  Phantom Trap
  Range:
  touch
  Illusionist 2
  Duration: permanent
  The spell makes a lock or other small mechanism appear 
  to be trapped. Anyone that can detect traps, or any spell 
  that can detect traps will show the item to be trapped, and 
  the person checking will be convinced that the trap is 
  present. Nothing happens if the trap is sprung, as there is 
  no trap. The purpose is to dissuade thieves or make the 
  thieves waste time.
  Phase Door
  Range:
  touch
  Illusionist 6
  Duration: 1 usage / 2 levels
  This spell creates a magical passage through a wall, the 
  floor, the ceiling, or even through a section of ground. 
  The  phase  door is  invisible  and  inaccessible  to  all 
  creatures except the caster, who is the only one that can 
  use the passage. The passage is 10 feet deep plus another 
  5 feet for every three caster levels. The caster disappears 
  when entering the phase door and appears when he or 
  she exits. If desired, the caster can take one other creature 
  through the door. This counts as two uses of the door. 
  The door does not allow light, sound, or spell effects 
  through it, nor it is possible to see through it without using 
  it. 
  A  phase door is subject to  dispel magic, but only from 
  someone who is of higher level than the caster. If anyone 
  is within the passage when it is dispelled, he or she is 
  harmlessly  ejected  (determine  randomly  in  which 
  direction). 
  It is possible to allow other creatures to use the  phase 
  door by setting a triggering condition for the door. This 
  condition can be as simple or elaborate as desired. It can 
  be based on a creature’s name or identity, but otherwise 
  must  be  based  on  observable  actions  or  qualities. 
  Intangibles such as level, class, Hit Dice, and hit points 
  don’t qualify.
  Programmed Illusion
  Range:
  180’
  Illusionist 5
  Duration: special
  This spell functions like advanced illusion, except that this 
  spell  activates  when  a  specific  condition  occurs.  The 
  caster sets the triggering condition when casting the spell. 
  The event that triggers the illusion can be as general or as 
  specific and detailed as desired, but must be based on an 
  8
  
  ILLUSIONISTS
  A BASIC FANTASY SUPPLEMENT
  audible,  tactile,  olfactory,  or  visual  trigger.  The  trigger 
  cannot be based on some quality not normally obvious to 
  the senses, such as religious belief or magical ability. For 
  example, the spell could be set to trigger when a character 
  wearing robes and a pointed hat enters an area, but not 
  when a Magic-User enters the area.
  The spell remains ready indefinitely. When triggered, the 
  spell will last at most 1 round per caster level.
  Rainbow Pattern
  Range:
  180’
  Illusionist 4
  Duration: concentration
  This spell functions as  hypnotic pattern, except that it 
  affects up to 24 HD of creatures and the caster may move 
  the pattern by up to 30 feet per round. If moved, all 
  creatures under its effects will follow the flowing lights, 
  trying to keep as close to it as possible. If any affected 
  creatures move into a dangerous area, they get a new 
  saving throw. If the view is moved out of sight of an 
  affected creature, they are not longer affected.
  This spell will continue for 2 rounds after the caster stops 
  concentrating on it.
  Rope Trick
  Range:
  touch
  Illusionist 2
  Duration: 1 hour / level
  When this spell is cast upon a piece of normal, non-
  magical rope from 5 to 30 feet 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 extra-dimensional space, 
  similar to a  Bag of  Holding. Creatures in the space are 
  hidden,  beyond  the  reach  of  divination  spells,  unless 
  those spells work across planes.
  The space holds as many as eight creatures of man-size or 
  smaller (larger creatures cannot fit through the invisible 
  opening at the top of the rope). Creatures in the space 
  can pull the rope up into the space, making the rope 
  “disappear.” Otherwise, the rope simply hangs in air.
  Spells  cannot  be  cast  through  the  extra-dimensional 
  opening, nor can area effects cross it. Those in the extra-
  dimensional space can see out of it as if a 3' square 
  window  were  centered  on  the  rope.  The  window  is 
  present, but is invisible, and even creatures that can see 
  the window can’t see through it.
  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  extra-
  dimensional space.
  When the spell ends, creatures or objects within the extra-
  dimensional space are ejected through the window. The 
  rope, if still attached, drops free at the same moment.
  Seeming
  Range:
  30’
  Illusionist 5
  Duration: 1 turn / level
  This spell works as change self, but instead can affect up 
  to one person per two levels of the caster. All creatures to 
  be affected must be willing and within the given range. 
  The caster may choose which creatures are affected and 
  may include themselves.
  Shadow Door
  Range:
  10’
  Illusionist 3
  Duration: 1 round / level
  The caster creates the illusion of a door, which he or she 
  will appear to pass through and close. In reality, the caster 
  becomes invisible (as the spell) when the spell is cast. Any 
  creatures opening the “door” will see an empty 10-foot 
  square room, of similar style to the surrounding area. The 
  caster  remains  invisible for  the  duration  of  the  spell, 
  unless, as with an invisibility spell, he or she attacks any 
  creature or casts a spell.
  Shadow Walk
  Range:
  touch (see text)
  Illusionist 6
  Duration: 1 hour / level
  Shadow  Walk can only  be  cast  in  an area  of  heavy 
  shadows. The caster and up to one willing creature per 
  level are transported to the  shadowy  edge of  reality. In 
  this region of shadow, the caster (and all the creatures 
  that accompany him or her) moves at an effective rate of 
  50 miles per hour.
  Because of the blurring of reality, the caster can’t make 
  out details of the terrain or areas he or she passes over 
  during transit, nor can he or she predict perfectly where 
  the travel will end. When the spell effect ends, the caster 
  and  any  creatures  accompanying  him  or  her  arrives 
  1d10 × 100 feet in a random horizontal direction from 
  the  desired  endpoint.  The  caster  and  his  or  her 
  companions always arrive at ground level, except if the 
  landing area is in a body of water (in which case they 
  arrive  at  the  water  level)  or  underground.  If  arriving 
  underground, the altitude of arrival should be as close as 
  possible to the same altitude as the intended endpoint 
  location.
  9
  
  A BASIC FANTASY SUPPLEMENT
  ILLUSIONISTS
  Solid Fog
  Range:
  100’ + 10’ / level
  Illusionist 4
  Duration: 1 minute / level
  This spell functions like obscurement, but in addition it is 
  so thick that any creature trying to move through it is 
  slowed to a speed of 5 feet, irrespective of its normal 
  movement. It also takes a -2 penalty to all attack and 
  damage rolls made in the fog. The solid fog also stops any 
  physical  projectiles,  making  ranged  weapon  attacks 
  ineffective. The reduction of movement also applies to 
  falling, so any distance that falls through the fog doesn’t 
  count toward falling damage.
  This fog is more difficult to disperse than obscurement. It 
  takes a severe wind (31+ mph) to disperse it, doing so in 
  1 round.
  Spectral Force
  Range:
  180’
  Illusionist 3
  Duration: special
  This spell functions like phantasmal force, except for the 
  following:  sound, smell, and thermal effects are included; 
  creatures  created  do  not  necessarily  disappear  when 
  touched, assuming the caster causes the illusion to react 
  appropriately.  For  instance  the  caster  displays  illusory 
  wounds when the image is attacked. The spell will last for 
  3 rounds after concentration ceases.
  Stinking Cloud
  Range:
  100’ +10' / level
  Illusionist 3
  Duration: 10 rounds / level
  The  spell  functions  like  obscurement,  but  any  living 
  creature in the cloud becomes nauseated such that they 
  may not attack, concentrate, cast spells, or do anything 
  other than move. A creature remains nauseated as long 
  as the creature is in the cloud and for 1d4 + 1 rounds 
  after leaving the cloud. A creature may save vs. Spells to 
  avoid the effect of the cloud, but must save every round 
  they remain in the cloud.
  Suggestion
  Range:
  30’
  Illusionist 4
  Duration: up to 1 hour / level
  The caster influences a target creature 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.
  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 
  the activity. The caster can specify conditions that will 
  trigger an activity during the duration. If the condition is 
  not met before the spell duration expires, the activity is 
  not performed.
  If the recipient creature makes its saving throw, the spell 
  has no effect. A very reasonable suggestion causes the 
  save  to  be  made  with  a  penalty  (-1  or  -2  is 
  recommended).
  The creature to be influenced must, of course, be able to 
  understand the  suggestion, i.e., it must be spoken in a 
  language which the spell recipient understands. Undead 
  are not subject to suggestion.
  Veil
  Range:
  400’ radius
  Illusionist 6
  Duration: 1 hour / level
  This spell works as change self, but instead can affect any 
  number of willing creatures within the given range. The 
  caster may choose which creatures are affected and may 
  include themselves.
  10
  
  ILLUSIONISTS
  A BASIC FANTASY SUPPLEMENT
  ILLUSIONS, SAVING THROWS AND DISBELIEF
  The victim of an illusion does not automatically get to 
  save vs. Spells to resist the effects of the illusion.  Rather, 
  the victim must have a good reason to believe that a 
  creature, object, or situation is an illusion.  The Game 
  Master must base his or her decision on the quality and 
  the credibility of the illusion.
  A high-quality illusion is one created by a caster who has 
  a clear “mental  image” of the  creature,  an object,  or 
  situation being simulated.  For example, the quality of an 
  illusion of a dragon cannot be high if the caster has never 
  seen a real dragon.
  An illusion can be credible only if the creature, the object, 
  or the situation is realistic.  For example, the illusion of a 
  door on a wall is credible, but not a door floating in the 
  air.  Illusions created by higher-level spells are generally 
  more credible since several senses are affected.
  If an illusion is of low quality and/or is not credible, the 
  GM may decide to allow an automatic save vs. Spells.
  In addition, a player can announce to the Game Master 
  that  his  or  her  character  does  not  "believe"  in  the 
  existence of a creature, an object, or a situation.  The GM 
  must then make a secret save vs. Spells for that character. 
  Note that the GM should always make a roll, even if the 
  creature, object, or situation is not an illusion, as omitting 
  the roll would give this fact away to the player.
  If a saving throw vs. an illusion is successful, the Game 
  Master  must  announce  this  fact  to  the  player;  if  the 
  character then tells his or her comrades, they in turn 
  receive a save vs. Spells with a +4 bonus.
  11
  
  A BASIC FANTASY SUPPLEMENT
  ILLUSIONISTS
  NEW MAGIC ITEMS
  The items listed below are magic items made by and for 
  Illusionists. Unless otherwise noted in the item description, 
  these items may be used by any class.
  Dust of Appearance: This is a very find metallic looking 
  powder.  When  a  handful  is  scattered  into  the  air, 
  everything in a 10-foot radius is coated with the powder, 
  negating the effects of  invisibility,  blur, or  displacement. 
  The dust’s effects last for 1 turn and cannot be blown 
  away or effectively removed. A container will typically 
  have 1d4+4 handfuls.
  Dust of Disappearance: This dust looks exactly like dust of 
  appearance and is stored the same way (with the same 
  quantities). When a handful is sprinkled on a creature or 
  object, it becomes invisible as if from improved invisibility. 
  This  invisibility  cannot  be  dispelled,  but  will  wear  off 
  quickly in 2d6 rounds. Anyone under the effects of the 
  dust does not know when the invisibility will end.
  Dust of Illusion: This dust resembles powered chalk, but if 
  stared at, it will shift in color and texture. When a handful 
  is  sprinkled  on  a  creature  or  object,  its  form  can  be 
  changed as if by a change self spell. (Unlike the spell, the 
  dust affects objects in a similar manner, subject to the 
  GM’s discretion.) The effects last for 2 hours.
  Gem of Seeing: This gem is of exceeding high quality, but 
  otherwise appears to be a simple gem. When peered 
  through, however, it allows the user to see as if under the 
  effects of  true seeing. This may be used for up to 30 
  minutes in any given day, but its use may be broken up 
  into separate minute uses.
  Hat of Disguise: This very ordinary looking hat allows the 
  user to use the  change self spell whenever desired. As 
  part of the disguise, the hat may be changed to look like 
  anything, but it must be some kind of headgear.
  Ring of Blur: This metal ring has a smoky texture that 
  seems to have unclear edges and a very slowly shifting 
  pattern that can only really be seen if looked at for a 
  while. On command, this ring gives the user the effect of 
  the blur spell.
  Ring  of  Chameleon  Power:  This  thin  metal  ring  will 
  automatically match the skin color of the wearer’s finger 
  and become nearly invisible. The user can create a subtle 
  illusion around him or her that will allow the user to hide. 
  The  effectiveness  is  influenced  by  the  circumstances 
  (doing this in plain sight isn’t likely to succeed, doing it 
  while no one is looking is guaranteed to work), subject to 
  the GM’s decision. The effect is an illusion, so the user is 
  still  there  and  can  always  be  accidentally  found.  In 
  addition,  it  can  provide  the  benefit  of  change  self 
  whenever desired.
  Robe of Scintillating Colors: The robe appears to be a 
  non-described neutral gray color. When activated by the 
  wearer, however, the robe displays a shifting pattering of 
  indescribable  colors,  constantly  shifting  and  cascading 
  from the top of the robe to the bottom hem, casting off 
  scintillating  light.  It  takes  1  round  after  the  wearer 
  activates the effect for the colors to fully start flowing. This 
  affects everyone within 30 feet of the robe. Those looking 
  at the robe must save vs. Petrify or be dazed for 1d4+1 
  rounds, unable to take action until the effect ends.
  In  addition,  the  scintillating  colors  give  the  wearer 
  concealment. The concealment starts at a -1 modifier, 
  increasing by another -1 per round until it reaches a full -
  4 modifier.
  While  activated  everything  in  a  30-foot  radius  is 
  illuminated.
  The effect can be used no more than a total of 30 rounds 
  per day.
  Staff of Illusion: This staff is made of dark wood, with 
  detailed carvings of spiral and fractal patterns for its entire 
  length. This staff allows the user to cast  detect illusion. 
  This requires no charges and continues to work even if 
  the staff is exhausted of all charges. In addition is has 
  several other abilities that do cost charges. The following 
  powers cost one charge per use: alter self, mirror image, 
  and  phantasmal force. The following powers cost two 
  charges  per  use:  programmed  illusion and  rainbow 
  pattern. This item may only be used by Illusionists.
  Making Magic Items
  Illusionists  follow the  rules  for magic-users  for making 
  magic items.  Illusionists may make spell scrolls and any 
  magic items on this page, as well as any other items the 
  GM feels are appropriate.
  12
  
  ILLUSIONISTS
  A BASIC FANTASY SUPPLEMENT
  Open Game License
  INTRODUCTION
  Illusionists:  A  Basic  Fantasy  Supplement (hereinafter  “the  Supplement”)  is 
  based on the System Reference Document v3.5 ("SRD"), which is Open Game 
  Content.    The text of the Open Game License itself is not Open Game  
  Content. Instructions on using the License are provided within the License itself.
  Designation  of Open  Game Content:   The entire  text  of the Supplement 
  (except the Open Game License, as noted above) is Open Game Content, 
  released under the Open Game License, Version 1.0a (reproduced below) as 
  described  in  Section  1(d)  of  the  License.   Artwork  incorporated  in  this 
  document  is not  Open  Game Content,  and  remains the  property  of the 
  copyright holder.
  Designation of Product Identity:  Product identity is not Open Game Content. 
  The following is designated as product identity pursuant to OGL v1.0a(1)(e) 
  and (7): (A) product and product line names, including Basic Fantasy Role-
  Playing Game, Basic Fantasy RPG, and BFRPG, as well as the phrase “make 
  mine  Basic”;  (B)  all  artwork,  logos,  symbols,  graphic  designs,  depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual representations, including the “eye” logo, which is the personal 
  mark of Chris Gonnerman for his various products, and which is Copyright © 
  2002 Chris Gonnerman, and the “Scribbled Dragon,” which is Copyright © 2005 
  Erik Wilson; (C) logos and trademarks, including any trademark or registered 
  trademark clearly identified as product identity by the owner of the product 
  identity, and which specifically excludes the open game content.
  More information on the Open Game License can be found at:
  http://www.wizards.com/d20
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)"Derivative Material" means 
  copyrighted material including derivative works and translations (including into 
  other  computer  languages),  potation,  modification,  correction,  addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means to  reproduce,  license,  rent,  lease,  sell,  broadcast,  publicly  display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the game 
  mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) "Product Identity" means product 
  and product line names, logos and identifying marks including trade dress; 
  artifacts;  creatures  characters;  stories,  storylines,  plots,  thematic  elements, 
  dialogue,  incidents,  language,  artwork,  symbols,  designs,  depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells,  enchantments, personalities,  teams,  personas,  likenesses and special 
  abilities;  places,  locations, environments, creatures,  equipment,  magical  or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically  excludes the 
  Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or 
  the  associated  products  contributed  to  the  Open  Game  License  by  the 
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open 
  Game  Content.  (h)  "You"  or  "Your"  means  the  licensee  in  terms  of  this 
  agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient  rights to grant the rights 
  conveyed by this License.
  6.Notice  of  License  Copyright:  You  must  update  the  COPYRIGHT  NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8.  Identification:  If  you  distribute  Open  Game  Content  You  must  clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9.  Updating  the  License:  Wizards  or  its  designated  Agents  may  publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware  of  the  breach.  All  sublicenses  shall  survive  the  termination  of  this 
  License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such  provision shall  be reformed  only to  the extent  necessary  to  make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Basic Fantasy Role-Playing Game Copyright © 2006-2016 Chris Gonnerman.
  Illusionists:  A Basic Fantasy Supplement Copyright © 2006-2009, 2018, 2020 Chris 
  Gonnerman, Serge Petitclerc, R. Kevin Smoot, and Mike West.
  END OF LICENSE
  13
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Supplements/Basic Fantasy Classes & Characters/Basic Fantasy Illusionists [r8].pdf