I am at the point now where I think I have probably spent more time working through the illusionist class than Gary Gygax ever did.
[oh, hello! What's this? Well, it's NOT the thing(s) I've been working on the last couple weeks. Sometimes, when you hit a wall writing...which I have...you need to step sideways to get back on track. Another D&D post for the fun of it]
Once upon a time, I spent a whole LOT o' time writing about the illusionist...mm, here and here and here. Good stuff (there's also this bit about color spray and gnomes...for the interested)). Worth a read, I suppose. But that was all waaay back before I took up the AD&D sword again; I was still futzing around with OD&D in those days, rather than simply playing the game. Tinkering. The silly mental exercises we do rather than, you know, doing the real work (i.e. world building and running).
Here's a choice quote from my most recently blogged thoughts on the illusionist (post-return to AD&D):
As reworked by Gygax for the AD&D system, the spell list for the class is...poor. ...the class, unfortunately, needs a lot of "clean-up."But how can I say that, when I haven't actually seen a player run and develop an illusionist character over a long-term campaign? How do I know that the class...as printed in the PHB...wasn't reworked specifically due to extensive play-testing and is, in fact, the perfect representation of the class?Don't really know HOW I'd run them now, because no one wants to play them in my campaign. I do have extensive spell list revisions stored somewhere on my laptop...I'd be tempted to break those out. But probably, I'd just start with the standard rules (if someone wanted to play an illusionist)....
In other words, I punted on the matter. What I have found...over and over again...is that with regard to Advanced Dungeons & Dragons, there is very little that needs to be changed to improve the game's overall effectiveness. It functions, and functions well, within the parameters of the rule system as designed. We argue and critique and hypothesize and debate but when played with the intention of, you know, "playing D&D"...when played intentionally the game works just fine. Most of the adjustments I've made...or proposed...over the years either ended up falling away (i.e. I moved back to the Rules As Written), or...in the case of B/X and OD&D games...were simply moving the system towards 1E. And now I play 1E. That's half the battle right there.
So then, why am I poking at the illusionist? Because the class IS still a bit of a mess. 'But JB! You just said...' Yeah, yeah, I know what I just said. Give me a minute.
The most recent CAG podcast focused squarely on the 1st edition illusionist class: a very good discussion, and I found myself in agreement with nearly all of it. Oh, some of my stronger quibbles have to do with the phantasmal forces spell, and the implication that nerfing it (for example, not allowing it to do real, actual damage) is akin to restricting the fighter to only doing subdual damage...but regardless of which side you land upon that particular debate, the major point (we do not want to include a class no one wants to play) is valid, and is one requiring some examination.
So: let's talk about it. Is the illusionist a class worth having in the game? Is is a class worth playing?
As a concept, I think the class is fine...more than fine, actually. It fills a very interesting niche, much the same way that the druid fills a niche. The cleric is the high priest archetype (well, at the higher levels, of course. To start, the cleric is quite a bit farther down the food chain of the church hierarchy). But whether your cleric is modeled on the medieval Christian church or the ancient temples priests of Rome, regardless this is the pomp and ritual and institutionalized religion with all its sacred trappings, bells, and whistles...er, candles.
And the druid is not of that: they represent the more earthy, shamanic traditions, communing with Mother Earth, the animals, the base elements of nature. That is a great niche...with a great suite of special abilities!...that is somewhat like a cleric (hey, there's 'worship' going on!) but is very, very different. A nice change of pace.
The illusionist is to the magic-user what the druid is to the cleric...a very different type of spell-caster, one who has taken a different road when it comes to weaving magic. While the magic-user seeks to alter and change reality, bending it to his/her will, the illusionist says "to hell with reality! I can just bend the mind and the perception of what reality is." Which is awesome. It's a different approach to using magic...but one that requires a certain type of player ingenuity to make function. It is a far more subtle type of character to play: yes, a player does have to think in terms of trickery to use their magic with effective results, because the illusionist doesn't have the same direct powers as the MU does with spells like burning hands or knock.
Mostly, that is. As EOTB points out in the aforementioned podcast, one can play an illusionist as just a pocket magic-user, with a selection of simple, direct magics: spells like color spray, wall of fog, invisibility, blindness, etc. don't require any heavy mental lifting to use, no negotiation with the DM regarding an opponent's "disbelief" and possible saving throw. Unlike the various phantasm spells, these are simple, direct applications that...if a player chooses to stick to 'em...result in a character that appears (mostly) like any other magic-user, albeit one with a different bag of tricks.
To the main issue: it's not the concept that's the problem, it's the spells on the illusionist's list that fail to "punch their weight," especially as the illusionist climbs higher in level. Sure, it's nice to get phantasmal forces as a 1st level spell and maze as a 5th level, but other spells are simply lame in comparison to the magic's gained by an MU of similar x.p. total. And do I want every illusionist in the game to be pocketing the exact same selection of "most effective" spells? No, I do not.
SO, in order for the class to be viable for one's game...something VERY desirable to me, given the delightful way the class fills its particular niche...the illusionist must be viable over the long-term, i.e. not just for the first five or six levels of play. And that means correcting Gygax's corrections to the original (Pete Aronson) spell list.
[by the way: in preparation for this task, I did take the opportunity to review all the "new" illusionist spells presented in the Unearthed Arcana. In general, I hate them all with (perhaps) a single exception (phantom steed). To me, all these new spells are FILLER, most more-or-less duplicating other spell effects (both illusionist and otherwise) in a slightly more specific fashion. These could be good ideas for illusionists wanting to pursue magical research, but I certainly wouldn't make any of them "standard"]
Here, then, is how I'd curate the illusionist spells; adjustments have been made by comparing relative x.p. values at which a spell is gained compared to the spells granted to spell-users of the same x.p. total in other classes, with some caveats (illusions are, for example, easier to master). In many cases, defaulting back to the original Aronson spell lists were appropriate. I've also added one or two new spells of my own:
1st Level (14): audible glamer, change self, color spray, dancing lights, darkness, detect illusion, detect invisible, gaze reflection, hypnotism, light, mirror image, phantasmal image, ventriloquism, wall of fog
2nd Level (12): blindness, blur, deafness, detect magic, dispel illusion, fog, hypnotic pattern, improved phantasm, invisibility, magic mouth, misdirection, rope trick
3rd Level (12): color bomb*, continual darkness, continual light, dispel exhaustion, fear, hallucinatory terrain, illusionary script, invisibility 10' radius, non-detection, paralyzation, spectral force, suggestion
4th Level (10): confusion, dreams*, emotion, improved invisibility, massmorph, minor creation, phantasmal killer, phantom steed**, shadow door, shadow monsters
5th Level (10): chaos, demi-shadow monsters, major creation, phantoms*, programmed illusion, projected image, shadow jump***, shadow magic, summon shadows, veil
6th Level (8): conjure animals, demi-shadow magic, mass suggestion, maze, permanent illusion, prismatic spray, shades, true sight
7th Level (6): alter reality, astral spell, phantom prison****, prismatic wall, spectral life****, vision
* Spell description can be found in Aronson's original manuscript
** As per Unearthed Arcana (I feel so dirty)
*** As transport via plants (druid spell) but with shadows.
**** Spells of my own design: the former is adapted from my (Holmes) spell mind warp, the latter is adapted from Aronson's create specters (the original version, not the version appearing in The Strategic Review)
In my campaign, illusionists begin with three spells, randomly determined, each of which may be cast once per day (so all illusionists know/cast a number of spells as listed in the PHB plus two first level spells). To determine starting spells, roll 1d12; however, an illusionist will only be taught audible glamer OR ventriloquism (not both) and will only be taught light OR darkness (not both) before starting their career.
There are no reversible illusionist spells. Illusionists automatically read illusionist magic.