Illusionists use unique techniques which influence what people see or think by affecting their minds. These abilities are different from the phantasmal force approach because they do not create a magical vision or a sensation; they alter a victim’s perception all at once, using emanations from the Dimension of Nightmares.
Upon entering the order, disciples are taught the phantasmal force, confusion, and hallucinatory terrain spells. Because of the illusionists’ expertise, the two last spells become 3rd level spells to them.
Hypnosis (First Circle): The illusionist can attempt to influence the reasoning of one or more persons (total HD or levels equivalent to the disciple’s). He needs only to speak Casually for five rounds. The DM then rolls a secret ability check to see if the attempt succeeds. This is not a magical effect and so cannot be dispelled normally (see below).
If the attempt fails, the victims suddenly realize the disciple is making bizarre gestures, swinging a medallion, and speaking in a soft, all-too-suspicious voice as small lines spiral in his eyes. The victim’s reactions are up to the DM, according to the situation.
If the attempt succeeds, the victims trust and do whatever the illusionist says, as long as it does not obviously threaten their lives. He can cause them to forget things, speak the truth, or accomplish one mission for him. A hypnotic trance lasts until someone slaps the victim in the face (or causes any sort of damage), or the mission is accomplished. If a victim does not understand the illusionist but was still hypnotized, he remains immobile and stares blankly until the effect is broken .
A roll of 01 causes the illusionist to hypnotize himself and be the victim of his own command, whatever it was to be.
Dream Alteration (Second Circle): The illusionist may attempt to affect one intelligent creature’s dreams, up to a mile away per level of experience. False messages or horrible nightmares sent during his sleep alter an NPC’s reasoning if he fails an Intelligence check the next morning. PCs will react according to the way their Players interpret the dreams (obviously, the DM should role-play the event and not reveal the source of the dream).
Any successful dream negates one night’s rest, and prevents the recovery of spells the next day. In addition, the illusionist can make One or more monsters from the Dimension of Nightmares (statistics up to the DM, but no more than 1 HD per level of experience) haunt the victim’s dreams. Conduct “dream” combats as per normal combat rules. If the monster wins, the victim wakes up screaming and temporarily loses a point of Constitution . All lost points are recovered after one full night of uninterrupted sleep. At 0 points of Constitution, the victim falls insane (effects up to the DM). A heal spell is needed to cure this type of insanity. A suspicious character may identify the nightmares’ nature (the illusionist and his general whereabouts) by casting a contact outer planes spell.
If the illusionist fails two attempts in a row, he cannot affect this particular victim ever again (and his true face appears in the victim’s dream). On a 01, the disciple himself dreams he fights a monster of nightmares (as per this ability’s effects). If defeated, he permanently loses a point of Constitution.
Delirium Tremens (Third Circle): This creates illusions of any size within a victim’s mind. it has all the sensations needed to be plausible (movement, noise, heat, touch, smell, etc.). A disciple can affect I HD or level of victims per level, within a 120′ radius. This effect does not require light (but the illusionist must at least vaguely see his victims).
Effects are similar to a phantasmal force except that all illusory damage becomes actual hit point damage. The illusionist can create monsters from the Dimension of Nightmares (statistics similar to dream alteration) in the victims’ minds. Fights are conducted as per normal combat rules. Any other effect imitated by the illusion inflicts 1D6 points of damage per level of experience (maximum 20d6). Unaffected witnesses will see victims frantically swinging their weapons or casting spells against invisible foes,
The spell lasts as long as it takes for the illusion to represent the desired event or until the victims defeat the monster in their minds.
On a roll of 01, the disciple dreams he is in the Dimension of Nightmares, until he finds a way back or someone wakes him up. Damage suffered is real, as per this ability’s normal effect.
Shadow Reality (Fourth Circle): The disciple can attempt to control shadowy or black areas, for one round per experience level. It allows him to dimension door at will from one dark area to another or stay in the dark as a non-corporal form that can only be spotted with a detect invisible or similar spell. While immaterial he cannot cast spells but he can affect shadows (see below).
The illusionist can create immobile objects (such as walls, doors, stairs, bridges, etc.) out of shadows. Light spells act on these obstacles as a dispel magic. Shadows can be normally dispelled only if they are created by a darkness spell. The area affected covers a yard per level of experience.
A roll of 01 sends the illusionist to the Dimension of Nightmares , where he must find a way of his own to return to safety.
Dreamlands (Fifth Circle): The High Master may enter or leave the Dimension of Nightmares once per month. There, he may build a stronghold of solid shadow or phantasmal matter. Any native creature that wanders in (25 % chance per week) must make a saving throw or remain under the High Master’s control. The maximum number of creatures he can control in his stronghold equals twice his experience level. They will guard the lair to the best of their abilities and knowledge.
After returning to the Prime Material Plane, the High Master can gate a number of HD of creatures equal to or less than his level, once per month, and give them a mission. The creatures gate from the High Master’s shadow stronghold into his tower. This feat requires the burning of a nightwing’s tongue as prime component.
The High Master can see and hear all that these creatures perceive, as well as speak through them with no range limit. The creatures remain until the end of their missions, after which they return to their dimension (and regain their freedom).
A roll of 01 causes a rupture between the two dimensions, releasing his servants all at once into the High Master’s tower. Because of the shock, the creatures will be hostile and seek to tear the High Master apart. They will come everv night thereafter, wherever he is, until he or they are all dead.