Illusionist

Illusionists are specialist wizards in the school of Illusion/Phantasm.

To specialize as an illusionist, a wizard needs a Dexterity score of at least 16. An illusionist who has an Intelligence of 16 or more gains a 10% bonus to the experience points they earn.

Special Benefits
Because the illusionist knows far more about illusions than the standard wizard, they are allowed a +1 bonus when rolling saving throws against illusions; other characters suffer a -1 penalty when rolling saving throws against their illusions. (These modifiers apply only if the spell allows a saving throw.)

Illusionists receive a bonus of +15% when learning spells from the school of Illusion/Phantasm. The bonus is applied to the percentile dice roll the player must make when the character tries to learn a new spell.

When an illusionist attempts to create a new Illusion/Phantasm spell, the DM should count the new spell as one level less for determining the difficulty.

Restrictions
Illusionists have a penalty of -15% when learning spells from other schools (except for Divination spells of 4th level or lower). They can never learn spells from the schools of Abjuration, Invocation/Evocation, or Necromancy.

Illusionists cannot be multi-classed, except for halfling illusionists.

Name Level
Illusionists gain no special benefits from building a fortress or stronghold. They can still own property and receive the normal benefits, such as monthly income and mercenaries for protection.

Table: Illusionist Spell Progression
* At least one of the extra "spell slots" must be an Illusion/Phantasm spell.