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Illusionist - Charis
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The Lands of the East bring a distinctive new sorcerer to the village of Tristam... the Illusionist. His key features are the use of spell components, archetypal gear, obstacles to learning new spells, and new benefits to rarely used artifacts.

Class: Any (but only Sorcerer can learn Prismatic spells)
Tag: ILL

Distinctive Rules

Spell Selection - the Illusionist can conjure up phantasms SO real that they can harm an opponent as much as real physical damage. The spells are divided into seven types:

i) Electrostatic Phantasms
These make their opponent's hair stand on end. Charged Bolts and Lightning discharges seem to fill the air. They require cobalt blue potions to cast.

ii) Pyronecrotic Illusions
Guardian, Elemental, Firebolt, Inferno These lifelike apparitions may be conjured, with the aid of ferric red potions to cast.

iii) Distortion Fields
These spells warp reality, and require a bent gold coin to cast. Town Portal, Mana Shield, Phasing, Teleport, Heal Other, Telekinesis.

iv) Psychosomatic Projectiles
Bone Spirit and Blood Star cause fear and torture to those who cannot disbelieve. They are unique in that the spell component is the caster's blood.

v) Psummoning
Golem, Fire Wall. These long-lasting likelike apparitions are quite difficult to cast. It requires the use of a chunk of metal (sword, armor, helm, shield) for the golem, and some kindling (club or other blunt, staff, or paper) for the wall of illusionary fire. vi) Prismatic Phantasms - The most powerful of illusions, which can only be cast by sorcerer class illusionists. They include Prismatic Wall (FlameWave), Prismatic Spray (Chain Lightning), Prismatic Ball (FireBall), and as well as Prismatic Ring (Flash). They require strong sulfuric yellow potions as spell components rejuv's).

vii) Psionics - Stone Curse - the illusionist may focus his mental energies to hypnotize an opponent and render him immobile for a short duration. The technique to cast it is to pluck the caster's amulet from his neck and flip it into the air in a quick hypnotic gesture. Unlike other components, the amulet MAY be picked up and reworn. (Do NOT do this with your inventory window open, you WILL lose it to lag out)

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Spell Components
For a spell to be cast from memory, it requires the use of spell components, ie small material items that are used up or discarded in order to cast a spell.
- Note that to cast a spell, the necessary component is readied and flipped to the ground, and the spell must immediately be cast, except in special situations (see 'delayed casting'). In the case of potions, the ejected potion must then be picked up and disposed (drunk) by the caster. Similarly, metal, wood, and gold components must not be used.
- Note there is one notable spell lacking - healing. Because the magic is based in illusion, the caster himself knows better and so cannot heal himself.
- Note that UNDEAD are immune to illusions. Only Holy Bolt, the standard magic spell, is used, with no component needed.
- Note also that illusionists may use magic staves, wands, and scrolls. These contain/release their own physical power, and do not require the use of components.
- Note that even when he can cast multiple spells using just one component, if he moves or switches spells, a new component must be used. Teleport is special (see below).

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Elixirs
These highly powerful nectars empower the highest level illusionists in a mighty way. When one is imbibed within the dungeon by those who achieved a 'dot', they are able to cast any spells that require a potion component repeatedly. If the stat is already maxed they can cast such spells freely for the entire dungeon level. If the stat is not maxed, some of the energy helps the illusionist's body and the rest allows 1 full blue globe of potion-free spell casting.

Books, Staves, and Spell Learning
-Since true magic spells and illusionist spells do differ, it is harder for the illusionist to learn spells at first. The illusionist must experience a spell first hand to be able to recreate its effect as an illusion. No damage spell may be learned until he has first used and emptied a staff which casts this spell. For non-damaging spells, it can be read, but not USED until a second book of that type has been read.
- Finding and reading a book in the dungeon is a powerful event. "Fourth Page" spell books have the same effect in the dungeon as a maxed-elixir, and "Third Page" spell books have the same effect as a normal elixir (ie can cast 1 full blue globe of spells freely).

Casting -- QuickSpells and Readied Spells
- A spell may be 'readied' at one time, and cast sometime later, but this requires double the components. The illusionist must undertake the Quest of Readiness before he can do this. Note that spells with different types of components can be readied, ie coin and potion, but not two different potion types. This allows the use of teleportation with an offense spell still readied. Taking a portal or leaving the level still allow the spell to be ready, so readying MS before coming down is useful.
- For the illusionist who has passed the Quest of Swiftness, Potion-based spells may be cast by using the component off the belt instead of throwing them on the ground.
- Arch-illusionists (see below) may use Angel's, ArchAngel's and Apocolypse Staves to great benefit. The first two will allow 2 or 3 spells to be cast one after the other for just one spell component, and the latter will allow 6 such rapid casts. Together these are multiplicative, so AApoc and AAApoc allow up to a whopping 12 and 18 immediate castings of a spell.

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Shrines
Several shrines have phantasmogenic properties to aid the ILL.
-- Whole level boosts (like maxed elixir): Abandoned, Creepy, Eerie, Quiet; Divine also Magical (while MS lasts)
-- Temporary (1 full globe) boosts to power: Cryptic, Enchanted, Holy, Stone

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Equipment
- First note, there will be exceptions when and if the Illusionist becomes an ArchIllusionist.
Armor: robe, cloak, cape, rags, and leathers only
Helm: cap, skullcap, crown
Shield: none
Weapon: any Staff or Dagger
Jewelry: any

Unique Items: all are allowed as normal, with these pts:
- Dreamflange - original plan was to disallow, but looking at the name, this became the source of an idea for a queest. It is usable after this quest, with 'Angel' effects.
- Rainbow Cloak and Fool's Crest - the definitive armor for just about any illusionist. Each confers the ability to cast readied spells, and acts as a 2x multiplier for the number of spells that can be cast per component.
- Wizardspike - similarly, a defining weapon for the Illusionist, giving a 2x multiplier.
- Staff of Shadows - the best unique staff for the illusionist, giving an Arch Angel x3 effect, after a +1 bonus.
- The following weapons may be used, even if base type is not, and confer +1 cast per component: Aguinara's Hatchet, Mindcry, Celestial Axe/Bow/Star, Thinking Cap, and Naj's Light Plate.
- NLP and TC, when they can be worn, do not multiply #spells, but give a +1 bonus.

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Quests

Quest of Sorcery
The illusionist starts out with knowledge of firebolt and means to soon learn Charged Bolt. At this point there is only one other staff he is capable of trying, for the ways of the mage are new to him - Holy Bolt. A Staff of Holy Bolt must be found or bought, and used to kill King Leo before other new staffs may be used (and of course, before he can learn holy bolt as a spell). After this, the ILL may be called an Illusionist Initiate

Quest of Readiness
There is much benefit to be able to prepare an attack, and then execute with lightning rapidity. Masters of this form of attack are the horned demons. The horns of their bosses have great power within. When the Illusionist has slain both Breakspine the Mud Runner (9) and Blackstorm the Obsidian Lord (10), as well as a level full of Horned Demons (5-9) and Frost Chargers (9-11), he may 'ready spells' for subsequent use, and is termed 'Illusionist Hero'.

Quest of Phantasia
One of the key challenges to the illusionist also brings great rewards. The main foe of the ILL is actually a corrupt Illusionist himself, the Cabalist Vizier. He will only appear in a game where Diablo himself is weak and has placed the Vizier on lvl 15 for added protection. Only in such a state can Diablo be truly killed by Illusions. Vizier must first be killed, of course, and he is immune to Prismatic spells. Then the time is ripe, and Diablo must be slain (all this on Normal difficulty for solo dot). The victor gains the ability to cast 'QuickSpells' (ie drink pot off belt and cast, no throwing the component). He can also benefit now from an Angel's staff (but not yet an AA or Apoc), including MindCry. They may also use illusionary Mail armor, which will protect against attacks because the monsters believe them to be real. Likewise, Helms smaller than full and a buckler or small shield may be used by means of illusion. When successful, the ILL is known as an Illusionist Phantastique. Note that during this and subsequent quests, elixirs and reading spell books may not be used.

Quest of Dreams
There are two special powers available to the Illusionist who completes the Quest of Dreams. First is the use of the wonderful Dream Flange, and the second is the ability to teleport freely, without components, and without disrupting the ability to cast more than 1 spell per component. That is, an ILL who could cast a dozen spells may now teleport between casts, as long as not a single walking step is taken. To complete the quest, the Illusionist Phantastique must wield an UNID'd Dream Flange (found or gifted), and NO other +slvl or +spell illusionist item, and must slay Diablo on Nightmare difficulty setting without using Holy Bolt. (Tip - bring some kindling wood :) This quest need NOT be taken before becoming an Arch Illusionist, but only when a Dreamy becomes available.

Quest of the Arch-Illusionist
The final test of the illusionist allows him a great increase in powers, and the title 'Arch-Illusionist'. To do this he must deliver a phantasmic fatal blow to both Gorash and Diablo solo on Hell difficulty. From killing Gorash he learns the ability to create the finest phantasmic armor (any kind, including all helms and shields) that looks and acts as tough as the real thing. The 'true' clothes he wears must be kept in the backpack (light armor and cap/crown). Note this finally allows the use of NLP, but there is no bonus other than +1 slvl to the AI (ie, doesn't double #spells per component as Angel items or Rainbow cloak). Also, he can now hypotize monsters without the use of an amulet. (Recommended but not required: do this only in a game where Vizier has shown up on lvl 15.)

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Clarifying examples
- A low lvl Illusionist has been lucky to find Celestial Axe and the Rainbow Cloak. For each component used he may cast up to 4 spells, as long as simultaneous or near simultaneous.
4 = { 1 (base) +1 (axe bonus) } *2 (Cloak bonus)
- A Illusionist Phantastique wears the Rainbow Cloak and Staff of Shadows. How many spells can this lucky fellow cast?
12 = { 1 (base) +1 (Shadows) } *3 (Shadows) *2 (Cloak)
- A seasoned arty Arch-Illusionist wears Naj's Plate, Mindcry and the Thinking Cap. How many fireballs can he unleash at once?
4 = { 1 (base) +1 (NLP) +1 (TC) +1 (Mindcry) }
- A maximal Arch-Illusionist with AAApoc, Rainbow Cloak, Fool Crest.
84 = { 1 (base) +6 (Apoc) } *2 (cloak) *3(staff) *2(FC)
- Note these values do NOT mean he can stroll all over the
level and cast dozens of spells before he needs a new component. A new component must be used if the caster moves or uses a spell other than teleport.

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Comments from Charis - Design Goals and Dual Classes
* Base a spell-casting character around use of spell components
* Have high restrictions to make first dot a challenge
* Make 3@30 possible, but again a distinct challenge
* Mechanisms for restrictions to disappear at high levels
* The mage trying to become Arch-Illusionist will not be able to use Naj's Plate or any other decent armor, be very reliant on components, and limited stone curse ability. But...
* The Arch Illusionist, with a AAA staff and extra elixirs to burn, will be able to tear up a dungeon section in no time.
* Dual classes should be possible, eg: BNI (very tough), APM-ILL, and of course, AMZILL for the woman who loves mind games :) The latter should wear light armor and helm smaller than full, avoid a shield, avoid heavy (2H) weapons, and carry out the AMZ quests as normal. Being illusions, they could cast many spells including Guardian and Golem, before plain AMZ's. A bow could be used when an AMZ allows its use (recovery, hilvl...) They should use phantasms as often as they can, use them as part of the damage against their bosses, and min +1mag/lvl.
* The ILL is more likely to use a staff often for spells, and will be using Wizardspike rather than DF for a 1H weapon until 2nd dot.

Enjoy!! Feedback is very welcome...
-- Charis

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