Illusion

     Wizards who specialize in the illusion school are called Illusionist.  Illusionists use magic to weave confounding images figments, and phantasms to baffle and vex their foes.

    

Gnome Illusionists: For the gnomes, being an illusionist is not just being a member of a wizardry school, it is an extension of what they are.  Gnome illusionists use their spell-like abilities of dancing lights, ghost sounds, and prestidigitation at their illusionist level rather than as the standard 1st-level caster.


Opposition Schools: Illusionists have a choice; (1) Either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation, or (2) both Divination and Necromancy.


CLASS ABILITIES

     Extended Illusions (Su): Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round).

     At 20th-level, you can make one illusion spell with a duration of "concentration" become permanent.  You can have no more than one illusion made permanent in this way at one time.  If you designate another illusion as permanent, the previous permanent illusion ends.

     Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack.  The ray causes creatures to be blinded for 1 round.  Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead.  You can use this ability a number of times per day equal to 3 + your intelligence modifier.

     Invisibility Field (Sp): At 8th-level you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level.  These rounds do not need to be consecutive.  This otherwise functions as greater invisibility.