TEXT: L O S T  C L A S S E S  O F  F A N T A S Y
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  BACKGROUND
  “There is Power in Lies”. A common point of view 
  held by those who have eschewed the ordinary 
  conventions of Arcane Magic, and delved deeply 
  into the arts of manipulating the senses of friend and 
  foe alike.  An Illusionist is a cunning spellcaster, one 
  who has studied the nature of consciousness, and 
  learned to utilize great and terrible magics, in the 
  service of creed, country, or simple pursuit of wealth 
  and fame.
  Not simply a bookish savant or a bumbling but 
  honest spellslinger, any Illusionist worth their salt 
  spends a great deal of time observing the nature of 
  their world’s denizens.  Seeking out their loves, their 
  fears, and their desires.  Slick, cunning individuals, 
  an Illusionist rarely sees the need to put on dramatic 
  airs.  Doing so--after all--puts people on their guard, 
  and makes them all the harder to trick.  Of course, 
  there are times where appearing as a great and 
  mighty arcanist may have advantages of it’s own--
  and an Illusionist is nothing if not adaptable.
  ROLE
  An Illusionist is a trickster to the core. A clever 
  spellcaster, who uses superior knowledge of mortal 
  mindsets to tailor their magics for each encounter.  
  For obvious reasons, they’re quite poor in a melee, 
  and many are quite quick to point this out at any 
  opportunity.  For a good Illusionist though, this is all 
  part of the scheme.  As their enemies find out all too 
  late in the end, when they’ve exhausted their strength 
  muscling past the Illusionist’s companions. Only 
  to find that their hated enemy was simply another 
  immaterial image.  
  For obvious reasons, an Illusionist isn’t exactly the 
  most welcome of spellcasters in polite company.  
  They tend to put people on edge as a result of their 
  subtle tricks, and while useful, many need to go to 
  LPJ 9590
  WRITTEN BYCHARLES W. KILEY III  ART BY ANTHONY COURNOYER
  illusionist
  
  ILLUSIONIST
  page  2
  exceptional lengths to win the full trust of patron and ally 
  alike.
  ALIGNMENT
  An Illusionist is bound to no particular inclination of good 
  or evil, and one is just as likely to be a happy-go-lucky 
  trickster as they are to being a sinister vizier.  Most tend to 
  lean towards Chaos over Law, on account of their reliance 
  on deception and cunning over raw power and straightfor-
  wardness, but Lawful Illusionists have cropped up in the 
  past.  Admittedly, many of those cases were those with 
  official sanction to use shadier methods to uphold the law 
  of society, but it does happen on occasion.
  REQUIREMENTS
  While an Illusionist doesn’t require any inherent talents 
  beyond that of a more traditional spellcaster, they must be 
  Specialists in the Illusion School.  An Arcane Spellcaster 
  with a different Specialization cannot take levels in this 
  class.
  Hit Die: d6
  CLASS SKILLS
  The Illusionist’s Class Skills are Appraise (Cha), Bluff 
  (Cha), Disguise (Cha) Knowledge (All) (Int), Linguistics 
  (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic 
  Device (Cha)
  Skill Ranks Per Level: 2 + Int Modifier
  CLASS FEATURES
  All of the following are Class Features of the Illusionist
  Weapon And Armor Proficiency: Illusionists are profi-
  cient in with the Club, Dagger, Heavy Crossbow, Light 
  Crossbow, and Quarterstaff, but not with any type of armor 
  or shield.  Armor interferes with an Illusionist’s move-
  ments, which can cause spells with somatic components to 
  fail.
  Spells:  An Illusionist casts arcane spells as a Sorcerer or 
  Wizard.  Like a Wizard, an Illusionist must memorize their 
  spells ahead of time--though as they develop in ability, 
  they may gain new and interesting ways of employing their 
  spells.  All Illusionists must be specialists in the Illusion 
  school of magic, though they are free to select which two 
  schools are opposed, fitting their personality and talents, 
  ILLUSIONIST
    
  Base Attack  Fort 
  Ref 
  Will   
   
   
   
   
   Spells per Day
  Level  Bonus 
  Save 
  Save 
  Save 
  Special 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th
  1 
  +0 
  +0 
  +0 
  +2 
  Master of Lies, Cantrips 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -
  2 
  +1 
  +0 
  +0 
  +3 
  Deceitful 
  4 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -
  3 
  +1 
  +1 
  +1 
  +3 
   
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  -
  4 
  +2 
  +1 
  +1 
  +4 
   
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  -
  5 
  +2 
  +1 
  +1 
  +4 
  Lesser Profile, Bonus Feat 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  -
  6 
  +3 
  +2 
  +2 
  +5 
   
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  -
  7 
  +3 
  +2 
  +2 
  +5 
  Truth Behind the Lie 
  4 
  4 
  3 
  3 
  1 
  - 
  - 
  - 
  - 
  -
  8 
  +4 
  +2 
  +2 
  +6 
   
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  -
  9 
  +4 
  +3 
  +3 
  +6 
   
  4 
  4 
  4 
  3 
  3 
  1 
  - 
  - 
  - 
  -
  10 
  +5 
  +3 
  +3 
  +7 
  Profile, Bonus Feat 
  4 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  -
  11 
  +5 
  +3 
  +3 
  +7 
   
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  -
  12 
  +6/+1 
  +4 
  +4 
  +8 
   
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  -
  13 
  +6/+1 
  +4 
  +4 
  +8 
   
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  -
  14 
  +7/+2 
  +4 
  +4 
  +9 
   
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  - 
  -
  15 
  +7/+2 
  +5 
  +5 
  +9 
  Greater Profile, Bonus Feat  
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  -
  16 
  +8/+3 
  +5 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  -
  17 
  +8/+3 
  +5 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  1
  18 
  +9/+4 
  +6 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  3 
  2
  19 
  +9/+4 
  +6 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3
  20 
  +10/+5 
  +6 
  +6 
  +12 
  Nothing is Real, Bonus Feat 4  
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  
  ILLUSIONIST
  page  3
  though Evocation is a common choice for one of them, due 
  to the nature of some of their powers.
  Bonus Languages: An Illusionist may substitute Sylvan 
  for one of the bonus languages available to their race.
  Cantrips: Illusionists can prepare a number of Cantrips, 
  or 0-Level spells, each day.  These spells are cast like any 
  other, but are not expended when used.  While of middling 
  power, even a young Illusionist of particular cunning can 
  use these small tricks to set the stage, to give additional 
  weight to their deceptions.
  Master of Lies (Ex): An Illusionist is as much a researcher 
  of the mind as they are a spellcaster, and they possess an 
  uncanny knack towards knowing what another wishes to 
  hear, tailoring their message to touch upon those issues.  
  On the flip-side, this also makes them rather difficult 
  to trick, as they’re well aware of the same techniques 
  that might be employed against them.  To that end, an 
  Illusionist recieves a special bonus to each of their Class 
  Skills (Save for Knowledge, Spellcraft, and Linguistics).  
  This increase is +1 at First level, and increases by 1 for 
  each odd numbered class-level after that, up to a total of 
  +10 at level 19.  This bonus stacks with others, and count 
  as bonus Skill Ranks.  However, this bonus can’t raise the 
  skill’s Rank higher then the maximum possible for the 
  Illusionist’s level.
  In addition, Master of Lies can augment the power of 
  spells in the Illusion School, increasing the save DC by the 
  Illusionist’s Charisma Modifier.  This aspect of the Class 
  Feature counts as a Supernatural Ability
  Bonus Feats: At 5th, 10th, 15th, and 20th level, an 
  Illusionist gains a bonus feat.  At each such opportunity, 
  they may choose any Metamagic Feat or Spell Mastery.  
  The Illusionist must still meet all prerequisites of for a 
  bonus feat, including Caster Level minimums.  These 
  bonus feats are in addition to the feats that a character of 
  any class gets from advancing levels. The Illusionist is 
  not limited to the categories of Metamagic Feats or Spell 
  Masteries when choosing these Feats.  Unlike a more 
  traditional spellcaster, an Illusionist may not select an Item 
  Creation Feat with these bonuses.
  Spellbooks: An Illusionist must study their spellbook 
  every day to prepare their spells.  They cannot prepare 
  any spell not recorded in their spellbook, except for Read 
  Magic, which all Illusionists can prepare from memory. 
  An Illusionist begins play with a spellbook containing all 
  0-Level spells (Except those from their chosen Prohibited 
  Schools), plus three 1st-Level spells of their choice.  They 
  may also select a number of additional 1st-Level spells 
  equal to their Intelligence Modifier to add to their spell-
  book. At each new Illusionist Level, they may gain two 
  more spells of any spell level or levels that they can cast 
  (Based on their Illusionist Level) for their spellbook. They 
  may also add spells found in other wizards’ spellbooks to 
  their own.
  Deceitful: An Illusionist gains the Deceitful Feat at 2nd 
  Level as an additional Bonus.
  Lesser Profile (Ex): An Illusionist who lasts long enough 
  to get a fair bit of seasoning usually does so through 
  internalization of a certain lesson.  Each mortal race has 
  different ways of reacting to the same image.  An image of 
  a raging Orc carrying a large battleaxe would cause most 
  civilized races to run screaming in fear, assuming the brute 
  was out to kill them.  Use that same image on an Elf, and 
  you’ll see them drawing steel and preparing for battle.  
  That very same image on a small number of lesser gobli-
  noids?  You’ll get them fawning and scraping and trying 
  to make themselves useful to the image. Three wildly 
  differing effects from the same basic design.  An Illusionist 
  with experience though can take extra time to memorize 
  a brief profile of the race in question, and tailor their illu-
  sions to better gain a desired effect.
  When memorizing their spells for the day, the Illusionist-
  -or one of their companions--can select a particular group 
  of mortal beings, rolling an appropriate Knowledge check 
  against DC 20 to build a profile of common personality 
  or cultural quirks, which the Illusionist can use against 
  them.  Assuming success, the Illusionist will increase the 
  Save DC against spells used of the Illusion or Enchantment 
  School by 5.  This represents increased subtlety and finesse 
  in the actual casting of the spell, rather then increased 
  power, allowing this bonus to stack with Metamagic Feats 
  and the Master of Lies Class Feature.
  Truth Behind the Lie (Su): There are times where the 
  young Illusionist must detail their plans ahead of time, in 
  the interest of a greater cause. An experienced Illusionist 
  though has no such constraints, allowing them to pick and 
  choose the subjects of their art with a surgeon’s touch and 
  a dancer’s grace.
  An Illusionist of 7th level or greater may modify the 
  targets of any spells cast within the Illusion, Enchantment, 
  or Divination schools. This allows the Illusionist to select 
  up to their Will Bonus in individuals who will not be 
  subject to the effects of the spell.  This allows any number 
  of interesting tactics--from invisibility that allows your 
  allies to see you, to phantasmal images of great horror that 
  can only be seen by one man.  As an additional bonus, 
  an Illusionist with this Feature may expand the scope of 
  
  ILLUSIONIST
  page  4
  Divination Spells, and allow their allies to directly witness 
  any information gained from such magics.
  Profile (Ex): Later in their career, an Illusionist has hood-
  winked giants, goblins, and angry house cats--only to find 
  that their finest arts have little effect on any beings that 
  could truly shift the course of history.  Being one who has 
  come this far though, a skilled Illusionist hardly lets such 
  little details as innate magic resistance get in the way of 
  their tricks.  By projecting images, smells, and other sensa-
  tions through the air, a good trickster avoids the worst of 
  those defenses.  Though it does require further study.
  An Illusionist of the 10th level or higher gains a superior 
  version of their Lesser Profile Class Feature, retaining all 
  of it’s original abilities, with the addition of a new tech-
  nique--the precision needed to slip past magical defenses 
  and resistances by indirectly applying their illusions.  
  When forming their Profile, a successful application of 
  an appropriate Knowledge Skill at DC 35 gains enough 
  insight on the nature and physiology of the target group to 
  bypass any magical resistances--so long as the spell does 
  not physically or mentally harm the target (Specifically, 
  reducing the target’s Hit Points or any of their ability 
  scores or saves).  While this effect isn’t perfect, providing 
  none of the increased Save DC that it’s predecessor did--
  most Illusionists would call being able to work their arts on 
  older Dragons and other superpredators a fair trade.
  Greater Profile (Ex): The oldest and wisest of Illusionists 
  have tailored tricks and deceptions for hundreds--if not 
  thousands--of beings, and assembling a profile usually 
  amounts to recalling what they had forgotten previously in 
  light of further knowledge.
  Greater Profile works as it’s predecessors, enhanced by 
  allowing the Illusionist to hold up to their Intelligence 
  Modifier in Profiles simultaniously. Appropriate research is 
  still neccessary, as it was for all of it’s predecessors, though 
  gaining the standard Save DC modifier only requires a 
  single DC 20 to account for all of the neccessary profiles.  
  Nullifying resistances still requires a DC 35 success for 
  each group targetted, and it still retains the inability to 
  directly damage a target who’s magic resistance has been 
  bypassed as such.
  Nothing Is Real (Su): An Illusionist at the peak of their 
  talents has learned much over the course of their career.  
  The malleble nature of reality in the hands of a skilled 
  arcanist, the knowledge that everyone and everything can 
  be decieved as long as they want to believe in the Lie.  
  Such insights into the nature of awareness give the might-
  iest of Illusionists a fearsome ability--the ability to trick the 
  very bodies of their enemies into believing what is not true.  
  This gives the Illusionist the strange freedom of never 
  being forced to cast another physical spell again.
  An Illusionist of the 20th Level’s mastery over decep-
  tion and illusion has reached it’s pinnacle, allowing their 
  magics to strike unerringly, baffling the efforts of the body 
  to resist or evade the efforts--the Illusionist’s finesse has 
  grown too great to allow for such limited defenses to work.  
  As such, the Illusionist may freely replace any Save a spell 
  would ordinarily require, with a Will Save, as the victim 
  forces their body to recognize that indeed, no damage had 
  actually been done.  While no actual, physical damage 
  occurs as a result of such modified spells--after all, an illu-
  sionary fireball isn’t actually going to blow up and cause 
  mass property damage--a target who is unable to make the 
  Will Save genuinely suffers the shock that being attacked 
  with such a powerful spell would have, and enough 
  damage to kill them simply results in their hearts stopping, 
  their brains shutting down, or whatever other kind of effect 
  appropriate given the target creature.  Finally, the nature of 
  this technique renders inanimate objects immune to what-
  ever powers are used.  This allows considerable discretion 
  when it comes to complicated situations, especially when 
  coupled with the other insights an Illusionist has internal-
  ized over the course of their career.
  NEW FEATS
  SEEN IT ALL
  You’ve seen a lot of strange things in your life, and it takes 
  quite a bit to pull one over on you.
  Prerequisite: Int 14, Wis 14, Will Save +3
  Benefit: You’ve grown jaded to the wiles of mice and men, 
  and ordinary stunts and tricks barely even get your atten-
  tion.  The DC to affect you with Bluff or Disguise Checks 
  are increased by 2.  Additionally, you recieve a +2 bonus 
  when utilizing your Will Save against spells of the Illusion 
  School.
  
  STR
  CHA
  WIS
  INT
  CON
  DEX
  +6
  +4
  +2
  +4
  +2
  none
  HP
  AC
  +
  +
  +
  +
  +
  +
  FORTITUDE
  REFLEX
  WILL
  TOUCH
  FLAT-FOOTED
  INITIATIVE
  +
  =
  +
  +
  +
  +
  =
  +
  +
  +
  +
  =
  +
  +
  +
  BASE ATTACK BONUS
  CMD
  =
  +
  +
  +
  SPELL  
  RESISTANCE
  +
  =
   MODIFIERS
  3.5 SYSTEM COMPATIBLE
  SPEED
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  CMB
  =
  +
  +
  SKILLS
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
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  +
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  +
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  +
  +
  +
  +
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  +
  +
  +
  +
  +
  = 10 +
  CHARACTER NAME
  CLASS & LEVEL
  SIZE / TYPE
  TEMPORARY 
  SCORE
  PLAYER
  RACE
  ALIGNMENT
  DEITY
  AGE
  GENDER
  HEIGHT
  WEIGHT
  EYES
  HAIR
  SKIN
  ABILITY NAME
  ABILITY  
  SCORE
  ABILITY  
  MODIFIER
  TEMPORARY
  MODIFIER
  TOTAL
  ARMOR 
  BONUS
  SHIELD 
  BONUS
  DEX 
  MODIFIER
  SIZE 
  MODIFIER
  NATURAL 
  ARMOR
  DEFLECTION 
  MODIFIER
  MISC 
  MODIFIER
  SKILL NAMES
   ACROBATICS  
  _______ =  DEX
   APPRAISE  
  _______ =  INT
   BLUFF 
  _______ =  CHA
   CLIMB 
  _______ =  STR
   CRAFT ( _______________)  
  _______ =  INT
   CRAFT ( _______________) 
  _______ =  INT
   CRAFT ( _______________) 
  _______ =  INT
   DIPLOMACY 
  _______ =  CHA
   DISABLE DEVICE* 
  _______ =  DEX
   DISGUISE 
  _______ =  CHA
   ESCAPE ARTIST 
  _______ =  DEX*
   FLY 
  _______ =  DEX
   HANDLE ANIMAL* 
  _______ =  CHA
   HEAL 
  _______ =  WIS
   INTIMIDATE 
  _______ =  CHA
   KNOWLEDGE (ARCANA)* 
  _______ =  INT
   KNOWLEDGE (DUNGEONEERING)* 
  _______ =  INT
   KNOWLEDGE (ENGINEERING)* 
  _______ =  INT
   KNOWLEDGE (GEOGRAPHY)* 
  _______ =  INT
   KNOWLEDGE (HISTORY)* 
  _______ =  INT
   KNOWLEDGE (LOCAL)* 
  _______ =  INT
   KNOWLEDGE (NATURE)* 
  _______ =  INT
   KNOWLEDGE (NOBILITY)* 
  _______ =  INT
   KNOWLEDGE (PLANES)* 
  _______ =  INT
   KNOWLEDGE (RELIGION)* 
  _______ =  INT
   LINGUISTICS* 
  _______ =  INT
   PERCEPTION 
   _______ =  WIS
   PERFORM (______________)           
   _______ =  CHA
   PERFORM (______________)           
  _______ =  CHA
   PROFESSION* (___________)          
  _______ =  WIS
   PROFESSION* (___________)          
  _______ =  WIS
   RIDE 
   _______ = DEX
   SENSE MOTIVE 
  _______ =  WIS
   SLEIGHT OF HAND* 
   _______ = DEX
   SPELLCRAFT* 
  _______ =  INT
   STEALTH  
  _______ =  WIS
   SURVIVAL 
  _______ =  WIS
   SWIM 
  _______ =  STR
   USE MAGIC DEVICE 
  _______ =  CHA
  © 2009 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  BASE 
  SCORE
  SAVING THROWS
  TOTAL
  ABILITY  
  MODIFIER
  MAGIC 
  MODIFIER
  MISC. 
  MODIFIER
  TEMPORARY 
  MODIFIER
  TOTAL
  MISC. 
  MODIFIER
  DEX. 
  MODIFIER
  TOTAL
  BASE ATTACK 
  BONUS
  SIZE 
  MODIFIER
  DEX 
  MODIFIER
  STRENGTH 
  MODIFIER
  TOTAL
  DR
  BASE SPEED
  WITH ARMOR
  TEMP MODIFIERS
  + 10
  TOTAL
  BASE ATTACK 
  BONUS
  SIZE 
  MODIFIER
  STRENGTH 
  MODIFIER
  MODIFIER
  MODIFIER
  NONLETHAL DAMAGE
  WOUNDS / CURRENT HP
  FLY
  MANEUVERABILITY
  SWIN
  CLIMB
  BURROW
  TOTAL
  BONUS
  ABILITY
  MOD.
  RANKS
  MISC.
  MOD.
   CLASS SKILL  * TRAINED ONLY
  CONDITIONAL MODIFIER:
  __________________________________________________________________________
  __________________________________________________________________________
  __________________________________________________________________________
  LANGUAGES:
  __________________________________________________________________________
  __________________________________________________________________________
  __________________________________________________________________________
  
  CHARACTER NAME
  CLASS & LEVEL
  PLAYER
  RACE
  ALIGNMENT
  FEATS
  FEATS
  HEAVY
  LOAD
  MEDIUM
  LOAD
  LIGHT
  LOAD
  PUSH OR 
  DRAG
  LIFT OFF 
  GROUND
  LIFT OVER 
  HEAD
  MONEY
  CP—
  SP—
  GP—
  PP—
  GEAR
  TOTAL WEIGHT
  AC ITEMS
  BONUS
  TYPE
  CHECK PENALTY
  SPELL FAILURE
  WEIGHT
  PROPERTIES
  TOTAL 
  SPELLS
  EXPERIENCE POINTS
  NEXT LEVEL
  3.5 SYSTEM COMPATIBLE
  © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  ITEM
  WT.
  SPELLS
  KNOWN
  SPELLS
  SAVE DC
  SPELLS
  PER DAY
  BONUS
  SPELLS
  LEVEL
  9TH
  8TH
  7TH
  6TH
  5TH
  4TH
  3RD
  2ND
  1ST
  0
  ___
  CONDITIONAL MODIFIERS
  DOMAINS/SPECIALTY SCHOOL
  0      
  1ST   
  2ND   
  3RD   
  4TH   
  5TH   
  6TH   
  8TH   
  9TH   
  7TH   
  
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Devil’s Workshop/Lost Classes of Fantasy - Illusionist.pdf