A complete list of all CD Illusion spells. Entirely new spells are marked with an asterisk(*).
Caster Level(s): Assassin 0; Bard 0; Wizard / Sorcerer 0
Innate Level: 0
School: Illusion (Figment)
Component(s): Verbal, Somatic, Material
Range: Medium
Area of Effect / Target: Special
Duration: 1 Round/ Level
Save: Will disbelief (if interacted with)
Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound produces can be virtually any type of sound within the volume of limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring tiger is equal to the noise from twenty humans.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: 10 meter cone
Duration: Instant
Save: Will Negates
Spell Resistance: Yes
Color spray sends forth a dazzling array of lights to confound all creatures within the area of effect. Its effects vary according to the hit dice of the affected creatures:
hit dice | effects |
---|---|
1-2 | sleep for 3 + 1d4 rounds |
3-4 | blinded for 2 + 1d4 rounds |
5+ | stunned for 1 + 1d4 rounds |
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Illusion (Darkness)
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: All creatures within a short range
Duration: 1 Turn / Level
Save: Will Negates
Spell Resistance: Yes
You cause ordinary shadows to fly toward the creatures in the area, forming dark nets that cover and enfold the target(s). The net does not hamper movement, but those affected cannot see beyond 5ft, even with darkvision. The folds of a net hide the creature within it, giving the creature 9/10 concealment (attacks suffer a 40% miss chance). The net also hampers the enfolded subjet's own attacks, granting the same concealment to creatures within range.
As Implemented: Creatures are subjected to a darkness AoE. Those failing a resistance and will save, are further affected by a concealment bonus, and a miss chance of 40% each. Those passing their resistance or will save will only be subjected to the darkness VFX. There is no invisibility effect within the darkness.
Caster Level(s): Cleric / Favored Soul 3; Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Permanent
Save: None
Spell Resistance: No
This creates a magical flame that burns as bright as a torch. It can be cast on any item that can be equipped to create a permanent source of light.
Continual flame is not removed by dispelling.
Continual flame does not increase item price.
Caster Level(s): Assassin 3; Bard 2; Cleric Chaos 1; Wizard / Sorcerer 3,
Innate Level: 2
School: Illusion
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: 1 Creature
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
For the duration of the spell, any attempt to reveal auras (such as alignment) on you will fail, returning the aura of a nearby creature instead.
Caster Level(s): Assassin 1; Bard 2; Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The caster is surrounded by a ghostly nimbus of light that grants damage reduction 5/+1, prevents all spells of level 1 or lower from affecting the caster, and grants 10% concealment.
Spell immunity does not block all spells, just the ones that check spell resistance.
Caster Level(s): Assassin 2; Bard 2; Cleric Trickery 2; Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Component(s): Verbal, Somatic
Range: N/A
Area of Effect / Target: Caster
Effects: A shadow comes to conceal the face of the caster, giving them some benefits within the shadows.
Duration: 10 Minutes / Level
Save: N/A
Spell Resistance: N/A
You cause a mask of shadows to form around your face. It does not impede your vision, cannot by physically removed, completely hides your features and protects you against certain attacks. You receive a +4 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects such as the flare spell or the fireworks effects of Pyrotechnics. You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you had averted your eyes.
As Implemented:
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Illusion (Darkness)
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small Area of Effect
Effects: A spray of shadows to daze and injure a foe
Duration: Special
Save: Will
Spell Resistance: Yes
You cause a multitude of ribbon like shadows to instantaneously explode outward from the target point. Creatures in the area take 4 points of Strength damage, are dazed for 1 round + 1 round per 4 levels, maximum of 4 rounds, and suffer a -2 morale penalty on saving throws against Fear spells and effects for 10 round per caster level. The fear penalty ends when the spell does, but the temporary strength damage is instantaneous.
As Implemented: 1 Ray VFX will strike each target within a medium length cone. Damage and effects are as described above.
Caster Level(s): Bard 2; Cleric / Favored Soul 2
Innate Level: 2
School: Illusion
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large, single creature
Duration: 1 Round / Level
Save: Will Negates
Spell Resistance: Yes
Creates a zone of silence around the target creature, preventing all within the area of effect from casting spells with verbal (verbal) Component(s). If cast on an ally, no saving throws or spell resistance checks are necessary.
Creatures silenced by this spell are given 100% sonic damage immunity.
No saving throw from enemies is required if the aura is cast on yourself or an ally.
Caster Level(s): Assassin 4; Bard 3; Wizard / Sorcerer 3
Innate Level: 3
School: Illusion
Component(s): Verbal
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
The target gains 50% concealment, displacing the caster's image several feet to the side, similar to the abilities of a displacer beast.
Spell duration has been increased.
Caster Level(s): Bard 3; Cleric Trickery 3; Wizard / Sorcerer 3
Innate Level: 3
School: Illusion
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster, 5 meters radius
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell's area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more.
Caster Level(s): Assassin 4; Bard 4; Cleric Trickery 5; Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a 10% concealment bonus. It will regain full invisibility every 3 round, until the spell expires or is dispelled.
The concealment bonus has been lowered and the effect changed so it fits closer to the Pen and Paper version of the spell.
Caster Level(s): Cleric Death 4; Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: Will and Fortitude
Spell Resistance: Yes
The caster conjures an image of utmost horror to strike down a single creature. The target may attempt a will save to disbelieve the spell, avoiding all ill effects. Failing that, the target then makes a fortitude save to avoid instant death. A successful save still inflicts 3d6 points of magical damage.
-The mind-affecting Descriptor(s) applies to the "versus" part of the will saving throw.
-The fortitude save is "versus death" even though this is not death magic (immunity to death magic does not apply).
-Immunity to fear is applied between the will and fortitude saves, with no feedback if this immunity applies.
Caster Level(s): Bard 4; Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Special
Duration: Special
Save: Special
Spell Resistance: Yes
The caster conjures a shadow variant of one of the following spells: darkness, invisibility, mage armor, magic missile, or summon shadow.
Caster Level(s): Bard 5; Wizard / Sorcerer 6
Innate Level: 5
School: Illusion
Component(s): Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The caster is surrounded by a ghostly nimbus of light that grants damage reduction 20/+3, prevents all spells of level 2 or lower from affecting the caster and provides a 25% concealment bonus. The damage reduction increases to 15/+4 at level 18, and 10/+5 at level 25.
Spell immunity does not block all spells, just the ones that check spell resistance.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5 (special)
School: Illusion
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Special
Duration: Special
Save: Special
Spell Resistance: Special
Allows the caster to conjure a shadow variant of one of the following spells: summon shadow, Melf's acid arrow, ghostly visage, web, or minor globe of invulnerability.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Illusion (Darkness)
Component(s): Verbal, Somatic
Effects: A blocking or striking hand.
Range: Long
Area of Effect / Target: 1 Creature
Duration: Special
Save: None
Spell Resistance: Yes
You create a floating medium sized hand out of shadow material. The shadow hand is an opaque gray colour, 5 feet long, and that wide with its fingers outstretched. It can give cover as a Bigby's Interposing Hand spell for 1 round/ Level, or Strike Opponents at 10d6+4 damage. Effects combined, AB reduction is now -4.
Due to NWN engine limitations the pointing and carrying feature of this spell is to be roleplayed.
Caster Level(s): Cleric 7; Druid 6
Innate Level: 6
School: Illusion
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Huge
Duration: Instantaneous
Save: Harmless
Spell Resistance: No
This spell blankets the area of effect with a silver-blue mist. Any creature within the mist will be cured of all negative effects and be healed 15 points of damage. Not always effective.
In effect, this acts like the Remove ailments part of a greater restoration.
Caster Level(s): Bard 5; Cleric Darkness 7; Wizard / Sorcerer 6
Innate Level: 6 (special)
School: Illusion
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Special
Duration: Special
Save: Special
Spell Resistance: Yes
The caster conjures a shadow variant of one of the following spells: cone of cold, fireball, stoneskin, wall of fire, or summon shadow.
Caster Level(s): Cleric Animal 7; Druid 7
Innate Level: 7
School: Illusion
Range: Personal
Area of Effect / Target: Huge
Duration: 1 Round / Level
Save: Will
Spell Resistance: No
This spell grants the druid the unearthly beauty of a nymph, with all the resulting detrimental effects to those hostile to the caster within eyesight. (Blind for 3 round on a failed Will Save, then make a Fortitude save vs Death).
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Illusion
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 10 turn / Level
Save: Harmless
Spell Resistance: No
The caster is shrouded in a cloak of shadow that protects them with the following effects:
Duration has been increased and negative energy damage replaced with a shielding effect.
Caster Level(s): Bard 5; Wizard / Sorcerer 7
Innate Level: 5
School: Illusion
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Self and Party Members
Duration: N/A
Save: N/A
Spell Resistance: N/A
This spell transports the caster and his/her party members within arms reach to the Plane of Shadow.
Caster Level(s): Bard 6; Wizard / Sorcerer 9
Innate Level: 6
School: Illusion
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: N/A
Duration: 1 Round / Level
Save: N/A
Spell Resistance: N/A
This spell creates a duplicate of the caster made from Shadowstuff. The duplicate possesses all abilities of the caster, and will aid the caster for one round per level.
Shadow Double summoned by arcane casters of CL 15+ will have a premonition-type damage resistance shield on summon.
Shadow Double summoned by a Shadow Adept benefit from double the duration.
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Illusion
Descriptor(s): fear, mind-affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal
Duration: Instant
Save: Fortitude and Will
Spell Resistance: Yes
A horrible phantasm rises to stand before enemy creatures in the area of effect, causing them to make a will save. If they fail, the phantasm touches them and they must now make a fortitude saving throw. If this saving throw fails, the creature dies. Those who succeed the fortitude save still take 10d6 points of magical damage and are stunned for 2 rounds. Creatures with less than 4 hit dice automatically die, without any saving throws.
The mind-affecting Descriptor(s) applies to the "versus" part of the will saving throw. The fortitude save is "versus death" even though this is not death magic (immunity to death magic does not apply).
Immunity to the Descriptor(s) (fear or mind-affecting) is applied before the saving throws (if any) and after the spell resistance check, with no feedback if this immunity applies.