Showing posts with label treasure overhaul. Show all posts
Showing posts with label treasure overhaul. Show all posts

2025/12/01

OSR: Treasure for Dungeon / Room Stocking

Dungeon stocking is tricky. Over and over, people ask "How much treasure should I include per room / dungeon level / PC?"

The answer varies enormously between games, GMs, and systems.  

At least one referee and from four to fifty players can be handled in any single campaign, but the referee to player ratio should be about 1:20 or thereabouts. - Men and Magic

OD&D, with its enormous groups (has no guidelines. AD&D and B/X, with smaller groups, have procedures for dungeon stocking, but not for group size calibration. 

I didn't intend to include a stocking procedure when I started to write the Treasure Overhaul, but testing showed that one was necessary, if I wanted room treasure values to make sense in context. If you'd like to get a preview of the compact 3-page dungeon generator, it's available on my Patreon

As previously discussed, calculating average treasure value is misleading. Any treasure that includes Gems and Jewellery will have a very skewed distribution.  

AD&D Room Stocking Method

1d20  % Room Contents
1-12 60% Empty
13-14 10% Monster Only
15-17 15% Monster & Treasure
18 5% Special or Stairway
19 5% Trick/Trap
20 5% Treasure Only



1d100 % Treasure (Without Monster)
1-25 25% 1,0000cp / level
26-50 25% 1,0000sp / level
51-65 15% 750ep / level
66-80 15% 250gp / level
81-90 10% 100 pp / level
91-94 4% 1d4 gems / level
95-97 3% 1 piece of jewelry / level
98-00 3% Magic (roll once on the Magic Items Table)

With Monster: Roll twice on the Without Monster table and add 10% to the total of each roll. 

B/X Room Stocking Method

This is one of the rare cases where B/X method is more complicated than AD&D, for no real benefit.  

1d6 % Room Type
1-2 33.3% Monster
3 16.6% Trap
4 16.6% Special
5-6 33.3% Empty



1d6 % Is Treasure Present?
1 16.6% Monster: Y, Trap: Y, Empty: Y
2 16.6% Monster: Y, Trap: Y, Empty: N
3 16.6% Monster: Y, Trap: N, Empty: N
4-6 50.0% Monster: N, Trap: N, Empty: N

Treasure:

Dungeon Level SP GP Gems Jewelry Magic Items
1 1d6x100 50%: 1d6x10 5% 1d6 2% 1d6 2% any 1
2-3 1d12x100 50%: 1d6x100 10% 1d6 5% 1d6 8% any 1
4-5 1d6x1,000 1d6x200 30% 1d6 10% 1d6 10% any 1
6-7 1d6x2,000 1d6x500 30% 1d6 15% 1d6 15% any 1
8-9 1d6x5,000 1d6x1,000 40% 1d6 20% 1d6 20% any 1

OSE simplifies the first table while keeping the chances the same.

OSE Compressed Version:
1d6 % Room Type Chance of Treasure
1-2 33.30% Empty 1-in-6
3 16.60% Monster 3-in-6
4 16.60% Special None
5-6 33.30% Trap 2-in-6

Comparing Methods

In AD&D, there's a 20% chance a room has treasure. In B/X and OSE, there is a 27.7% chance a room has treasure. As previously discussed, average values are misleading. The "per level" for gems and jewellery for AD&D keeps the distribution the same. B/X (and OSE) increase the percentage chance of gems, but not the number (until level 8), allowing their always-present coins to dominate.

On Bluesky, Warren D. suggested looking at the pre-generated treasure values from Monsters and Treasure Assortment. I used the 1980 version. The results had a similar shape to AD&D, but different values, and more magic items than AD&D's method would normally generate.

Maxime Desmettre

Treasure Overhaul Method

The simplest method is to use a d100 table.

1d100 Result
1-10 1,000x1d10cp
11-50 100x1d10sp
51-90 50x1d10gp
91-93 1 Gems
94-95 1 Piece of Jewelry
96-100 Magic Item

However, this method is slow. Gems, Jewellery, and magic items are where the bulk of the treasure-that-feels-like-treasure comes from. Large numbers of low-value coins are useful as a tradeoff in hoards. Take them and risk filling your inventory with low-value loot, leave them and return, melt them down, use them as bribes, etc. But small numbers of low-value coins are just small numbers. They add to verisimilitude, but this is a dungeon. A GM can sprinkle pocket change around without a procedure.

1d20 Room Treasure
1-17 50x1d10gp per Dungeon Level
18 1 Gem per Dungeon Level
19 1 Piece of Jewellery per Dungeon Level
20 1 Magic Item 

5% gems and 5% jewellery is high. However, it's 1 gem instead of 1d4 in AD&D, which prevents some of the runaway values. It is still possible (though very unlikely) to get a 30,000gp piece of jewellery in a 1st-floor room, but not 6x 30,0000gp pieces of jewellery. 

So, How Much Treasure?

The method I'd suggest, if you'd like a procedure, is to put enough treasure to level up  [PCs / 2] -1. E.g the 1st level of a dungeon for a group of 4 PCs would contain [4/2]-1 = ~2,000gp. 

With an average of 195gp per Room Treasure (call it 200gp), we get:

2,000 gp required / [400gp*(2/10) + 200gp*(1/10)) = 2,000gp / [100gp] = 20 rooms required on a Level 1 dungeon for 4 PCs. 

Remember the skewed treasure value distribution, monster XP, treasure types and hoards, traps that contain treasure, etc.  

The formula isn't really designed for this sort of calculation though. It's a quick way to check results. Too much treasure is less of a problem than too little treasure, thanks to the XP cap. "A character should never be given enough XP in a single adventure to advance more than one level of experience." Since mundane gear is cheap, it only really affects hirelings and side projects. Too many magic items is a problem, but too many coins generally isn't.

Daniel Collins, who is very experienced in this sort of thing, wanted "a first level of a dungeon to level-up a party of five fighters, i.e., give 2,000×5 = 10,000 XP" That is higher than the room-treasure-only method, but well within the bounds of the results this generator can produce.


2025/10/27

OSR: Treasure Curves & Generation Procedures

Work continues on the Treasure Overhaul, and that means math.

Part 1: Gem and Jewellery Generation

The book will include treasure tables, so I've spent quite a bit of time digging into their function, their challenges, and their deceptive math.

Treasure Type A is bandit treasure. Sure, in AD&D it's also associated with the Lich, Locathah, Troglodytes, and the Giant Squid, but it is, in most system that include treasure tables, A is "the chest at the heart of the encampment" treasure. It's a useful point of comparison. We'll ignore coins and magic items for the time being.

OD&D: 50% chance of 6x1d6 gems /  50% chance of 6x1d6 pieces of jewellery
AD&D: 60% chance of 4x1d10 gems / 60% chance of 4x1d10 pieces of jewellery
OSE:  50% chance of 6d6 gems /  50% chance of 6d6 pieces of jewellery*
TO: 50% chance of 6d6 gems /  50% chance of 6d6 pieces of jewellery*

*The average of 6d6 and 6x1d6 is the same: 21, but the distribution changes significantly. OSE's treasure results fall in the middle of a curve instead of spreading out. 

 Yanping Wang, Sand

Gem Procedure

I started with:

For each gem or batch of 5 or 10 gems: 
1d20
1-4: 10gp
5-9: 50gp
10-14: 100gp
15-18: 500gp
19: 1,000gp
20: 5,000gp

For each gem or batch with a roll of 15+, roll an additional d20. 
1-16: No effect
17-19: x2
20: x10

This procedure looks good. It passes the back-of-a-napkin math test. But it doesn't pass the complicated math test. 

When simulated, the results look like this:


I've charted them alongside OD&D, AD&D, and OSE's gem results for Type A treasure.OSE has a small gem value table and no way to increase a rolled value. It's tidy, but it's flat. 

You can see that the Treasure Overhaul's results spike way higher than the reference systems. Around 15% of results are above 20,000. The general shape looks OK, and the lower end of the range lines up nicely, but it clearly needs some tweaks. 

After some guesswork and tests, the revised procedure looks like this:

For each gem or batch of 5 or 10 gems:
1d20
1-4: 10gp
5-9: 50gp
10-14: 100gp
15-18: 500gp
19: 1,000gp
20: 2,000gp

For each result of 15+, roll an additional d20. 
1-16: No effect
17-19: x2
20: x3

Tweaking the top of the modifier table to x4 results in an overshot. I could fiddle around with the 19 and 20 results on the main table to get the perfect top-of-the-range match, but that pushes the centre of the curve away from OD&D and A&D.

This method does not have a chance to produce extremely high-value gems, unlike OD&D/AD&D's recursive lottery, but it's a surprisingly close match, and it only requires 2 rolls (or one throw). Gem values are capped at 6,000gp, which is plenty for spell purposes (especially in a batch of 10), and the GM is free to combine gems.

I wanted to keep 6 possible outcomes on the d20 table so that each outcome is associated with a different tier of stone, or with one emblematic D&D / spell component stone.


TO Gems (Original) TO Gems (Revised) OD&D Gems A AD&D Gems A OSE Gems A
Average: 4,542gp 3,405gp 3,243gp 3,765gp 2,208gp
>3x Avg: 7% 12% 10% 0% 8%
>2x Avg: 11% 17% 14% 17% 24%
# of Gems Avg 10.5 10.5 10.5 15 10.5
Gem Avg. 433gp 324gp 309gp 251gp 210gp


This gem procedure is fairly elegant; you just roll 2 d20s at once and only reference the second one if the first is 15+. I even made the gem type/description tables d12s and d6s, so you can roll a d12 and a d6 in the same handful and get all the results you could possibly need at once, without interference. I could have used a d100 instead of one of the d20s, but testing confirmed that d100 rolls are annoying for batched results.

Censer c.~1500

Jewellery Procedure

As mentioned in my previous post, jewellery is the meat-and-potatoes of OD&D and AD&D treasure table results. 

I started with:

For each gem or batch of 5 or 10 pieces of jewellery: 
1d20
1-5: 200x1d10gp
6-14: 500x1d10gp
15-20: 1000x1d10gp

For each result of 15+, roll an additional d20. 
1-16: No effect
17-19: x2
20: x10 x3

I'd like to use the same modifier table for both Gems and Jewellery, the so table was adjusted accordingly. It turned out to be exactly what the Jewellery table required. I ran a few tests with tweaked values, but it turns out that the results are nearly perfect as-is, post gem revision.

I'll continue to test this system, just in case the highest value needs to be tweaked from 1,000gp to 900gp, but so far the results are very encouraging.

 

TO Jewellery A OD&D A AD&D A OSE A
Average: 35,524gp 32,858gp 35,902gp 9,342gp
>3x Avg: 10% 9% 10% 4%
>2x Avg: 25% 23% 19% 26%
# of Pieces Avg 10.5 10.5 13.2 10.5
gp/Piece Avg 3,383gp 3,129gp 2,720gp 8,90gp
 

Part 2: OD&D Treasure Comparisons

Here's a comparison of all the major OD&D treasure types. 200 runs each.


I wish OD&D named its treasure types instead of vaguely implying their function, but, thanks to this chart, some of the principles become more clear. Courtney Campbell broke down the AD&D charts here. Here's my take on OD&D. They're not as baffling they first seem.

A is Men (non-nautical, non-desert) and Centaurs. It's a Bandit Lair / Treasury

B is Ghouls, Wights, Hydras, and Nixies. Things that kill adventurers by the dozen. It's Loot / Burrow / Gullet items. The magic items are "Weapon, Armour, or Misc. Weapon." Presumably they didn't work.

C is Gargoyles, Lycanthropes, Minotaurs, Pixies, Gnomes, and Ogres. Ogres add +1,000gp. It's Pocket Change. If it doesn't include jewellery (a 75% chance) it's basically worthless.

D is Orcs, Hobgoblins, Gnolls, Trolls, Mummies, Cockatrices, Manticores, Purple Wurms, and Dryads. I'm calling this Traders and Raiders. Portable, practical wealth.

E is Wraiths, Spectres, Gorgons, Wyverns, Elves, Griffons, and Giants. Giants add +5,000gp. It's Better Pocket Change. I'm not totally sold on this as a unique treasure type. More magic items than C, but otherwise, it's just C + gold pieces + better chances.

F is Vampires, Basilisks, Meduae, and Chimeras. It is heavily jewellery-weighted, with 2-24 pieces. and the magic items stipulate "no weapons". This is Glittering Trinkets. Even an immortal vampire eventually gets tired of being stabbed by decorative mantlepiece swords.  

G is Dwarves. Gold and magic items. It's a Dwarven Trove. There's nothing else it could be. Gold, more gems than jewellery, and a good chance of magic items. You can clearly see the steps of the 1d4x10x1,000gp in the blue coin section.

H is Dragons. It's a Hoard. Lots of everything, but (as previously discussed) more gems and jewellery than coins. 

is Rocs. It's Shiny Things. Jewellery and gems only; stuff a magpie the size of an elephant would loot.

Some of the categories still don't make any sense to me. Why do Griffons get scrolls? Why aren't weapons scattered around a Basilisk, and why do Chimeras need all that jewellery? But despite a few oddities, these charts really helped me get a grip on OD&D's internal logic. AD&D is... another matter.  

Final Notes

I hope this offers some insight into the rigorous (and peculiar) methods that are applied behind the scenes of the Treasure Overhaul. There are plenty of things that I'm happy to eyeball or write from scratch, but if I'm going to include treasure tables, I want them to be as sturdy as possible.   

EDIT: One potential reason why a lot of calculated average values for OD&D Treasure Type A (or conversions based on it) online and my values are so different might lie in the deceitful 6d6 vs 6x1d6 roll. 6d6 and 6x1d6 have the same average of 21... but think about the distribution. The chance of rolling a 36 on 6d6 is 0.2%. The chance of rolling 36 on 6x1d6 is 16.6%. And when we're talking about gems, where each gem can suddenly increase in value... 

2025/10/26

OSR: Testing Treasure Tables & Treasure Values

Treasure tables are, for better or worse, part of old-school RPGs. Since the intention is to make the Treasure Overhaul a very useful and broadly compatible book, it's important to understand the subtleties of historical treasure generation. The average treasure value of a given type is relatively easy to calculate. It's also deceptive. Averages are a good start, but if you only look at averages, you can easily miss the big picture

To make sure I understood the bones of OD&D and AD&D's famous treasure tables, I cobbled together a spreadsheet that runs through 100 at a time. No, you can't see it. It's awful. I'm reasonably confident it's correct, but it's not elegant.


OD&D Treasure Type A1 

Bars are cumulative. 200 trials.

I ran many, many trials to confirm the general trends, but charts with 200 results are easier to read. 

1. Null results

Around 8% of rolls for Type A1 result in 0gp. Around 20% result in less than 1,000gp. 

There's an argument to be made that unexpectedly high-value results (>150,000gp for A1) only feel "real" if there's a chance of unexpectedly low results. I'm still thinking this concept through.

Take random encounter tables. Nobody insists that if a Random Encounter Table includes 3d6 level-draining PC-slaughtering Wights, it's only fair that it include 3d6 helpless Marshmallow Cuddlebugs. The low result isn't required to make the high result feel "worth it". There's usually a spread of results and deadliness, sure, but in OSR games, even a handful of Goblins can be dangerous. People would complain if a random encounter table was 10% empty. 

On the other hand, a random encounter table is only used some of the time. A treasure table is used every time (in theory). So a 0gp treasure is just moving the probabilities of a no-encounter roll to a different step.

A 0gp result can also help with worldbuilding. When I rolled up my OD&D Hexcrawl (available on Patreon) I had a surprising number of 0gp results to explain. That's part of why I created the spreadsheet. I wanted to see if I was unlucky or incompetent. Turns out it was probably both. Hooray!

Antonio J. Manzanedo

2. Gems and Jewellery

The structure of a treasure table, and cultural depictions of dragon hoards, suggests coins are important while gems and jewellery are accessories. The results (and plenty of documented wisdom) shows that this isn't true. Coins are a consolation prize. Gems are a lottery ticket that could boost a small treasure into an enormous one. But the meat-and-potatoes of the OD&D treasure table is jewellery.

Taken from Greyharp's Single Volume Edition.

Treasure Type A1 has a 50% chance of including 3d6 pieces of jewellery. If the treasure includes jewellery, it's all but guaranteed it will dominate the result. You can see the cutoff on the chart.

To match the usual at-table procedure, the sheet rolls jewellery and gem values in batches of 10. E.g. if I rolled a 36 on 6x1d6, I'd roll for 10, 10, 10, and 6 gem values. All you need is one batch of 10 hit 10x1,000gp and you've got 100,000gp. 

To put it another way, for Treasure Type A1, if you roll Jewellery, you get a minimum of 6 pieces. At the minimum value of 300gp per piece, that's 1,800gp. That's worth more than the maximum roll for Copper and Silver coins. The jewellery table is the driving value behind treasure in OD&D. You could leave coins out entirely and barely notice.

Values of each type of treasure, separated. 500 trials.

3. The Gem Lottery 

In OD&D, gems have a base value based on a 1d100 roll, and then a 1-in-6 chance to upgrade to the next highest value (or a list of higher values that can't be initially rolled), up to the incredibly unlikely 500,000gp. Gems are the lottery tickets of the OD&D treasure table. 

But "standard" upgrade, of 10x 1,000gp gems to 10x 5,000gp gems or 10x 10,000gp gems still only puts the Gem results in the midrange of Jewellery results. You can see that on the chart. There are a few results where Gems form the bulk of the treasure, but the solid and consistent mass of Treasure Type A's value comes from Jewellery.

4. Average Value Check

Just to make sure I'm not totally crazy, let's run through some basic averages for OD&D jewellery.

OD&D Jewellery (Type A1) Average Calculation
Roll Value Value Rate Product
20 (3d6x1000) 1050 0.2 210
80 (1d6x1000) 3500 0.6 2100
100 (1d10x1000) 5500 0.2 1100


Average Per Piece




3410


Average Pieces Per Type A1



(6x1d6) 21


Average Per Type A1




71,610
My Calculations (500 runs) Rate 0.5

36,358
Average 35,805

That's pretty darn close, and it matches the values found by others. But this does suggest that Delta's famous XP/GP tables are incorrect, at least for OD&D (if I'm reading them correctly).

OD&D Treasure Type H

Bars are cumulative. 200 trials.

Ah, the classic Hoard. In A1, Gems and Jewellery have same number of pieces (6x1d6). In H, Gems have 1d100 pieces, while Jewellery has 1d4x10 pieces. This provides more-or-less the same jewellery values, with the added boost of a high gem roll giving a higher chance upgrading gem values. In A1, there are at most 4 "batches" that can be upgraded. In H, there are up to 10.   

It's interesting that the top ~20% of Type A1 is above 100,000gp, while ~30% of Type H is above 100,000. Type H feels larger, with its 1d100 gems and 6x1d10x1,000gp, but in practice it's all jewellery-dominated. A has a 50% chance of 6x1d6 pieces; H has a 50% chance of 1d4x10 pieces. The difference between 6x1d6 and 4x1d10 is not terribly significant. 

Dragons, the standard hoarding creatures in OD&D, do have a built-in age-related multiplier. "Very Young and Young Dragons are unlikely to have acquired treasure. Sub-Adult Dragons will have about half the indicated treasure for Dragons. Very Old Dragons can have as much as twice the indicated amount." 

AD&D Treasure Type A 

In AD&D, Treasure Type A is used for for the Lich, Locathah, Men (Bandits), Troglodytes, and the Squid Giant... for some reason. It's a mixed bag.

Bars are cumulative. 200 trials.

As usual, AD&D's procedure is OD&D + a layer of complexity.  

I did not implement the stone increase/decrease base value table. It's more complicated than OD&D's. I looked at it, and I tested out a few worst-case scenarios, but it's a horrible and recursive thing and I just can't be bothered. It provides for a runaway doubling of gem value (as in OD&D) but it's so hard to implement cleanly (with my very limited skillset, at least). As my grandfather said, just before his homemade self-driving car took him over a cliff, there are times when you should code things properly and times when nested IF statements are good enough. 
Jewellery in AD&D also has a runaway increase. If the piece has gems (on a 51+), roll 1d8. On a 1, add 5,000gp and roll 1d6. If that's a 1, double it to 10,000gp and repeat, to a maximum of +640,000gp. There's a craftsmanship value adjustment step which I didn't implement.

The point is to confirm that, in AD&D as well as OD&D, the "average" treasure value doesn't tell the whole story. Jewellery dominates the chart.  

Final Notes

Treasure tables are fun. They are also very difficult to implement with at-table utility in mind. For a pre-generated dungeon, where the GM can sit back, roll, and type things into a calculator, they work just fine. But at the table, with the pressure of game flow bearing down on them, and the added pressure of fast math, they're a slog. 


I've also created a small OD&D hexcrawl and 3-level standard dungeon. They're available on Patreon. I sometimes post previews of the Treasure Overhaul on Bluesky.

2024/09/11

OSR: High-Level Ilusionist Spell Rewrites

In the previous post, I covered low-level Illusionist spells for the Treausure Overhaul. Higher-level spells present their own design challenges. They need to feel more impact than lower-level spells, but won't be cast anywhere near as often.

Sadly for the Illusionist, many canonical high-level spells are upgraded versions of low-level spells, or effects that could be replicated with lower-level spells. Phantasmal force devours the illusion design space. I've tried to condense or combine spells wherever possible.

Minor creation and major creation were moved to ritual spells, joining rope trick and magic mirror and other spells with longer casting times or complex requirements.

Oriana Menendez

1d12 Level 4 Level 5 Level 6 Level 7
1 Boxed Teleport Confusion, Mass Acid Fog• Astral Spell
2 Confusion Shadow Monster II Eerie Terrain Drama
3 Dispel Exhaustion Maze* Geas* Mirage
4 Dispel Magic Project Image Impersonate Invisibility, Mass
5 Emotion Shadow Magic Phantasmal Feast Permanent Illusion
6 Hypnotic Pattern, Improved Shadow Door Pseudocide Prismatic Spray
7 Invisibility, Improved Phantasmal Force, Perfected Repeat Spell Prismatic Wall
8 Massmorph Hypnotism, Mass Shade Shadow Walk
9 Modify Memory Accelerate Time* Shadow Monster III Sunbeam
10 Phantasmal Killer Visitation True Seeing* Time Stop
11 Shadow Monster I Seeming

12 Solid Fog Insubstantiate

Lena Richards

Level 4

1. Boxed Teleport
Illusionist 4
R: 0 T: self D: 0
This spell can only be cast if the caster is alone inside a confined space smaller than a 10’ cube (e.g. a chest, closet, or coffin). The caster teleports to another well-known and clearly visualized confined space smaller than a 10’ cube within [caster level] miles. If the targeted space is occupied or open, the spell fails.

If the caster is willing to drag around a chest, they can pop back to camp or drop off valuables and return for the cost of two level 4 spell slots. Does the stomach of a purple worm count as a confined space?

2. Confusion
Druid 7, Illusionist 4, Magic-User 4   
R: 120’ T: creatures D: [caster level] rounds
Targeted creatures are befuddled. The number of potential targets varies with a creature’s HD.
•0-2 HD: up to 12 creatures
•3 HD: up to 4 creatures
•4 HD: up to 2 creatures
•5+ HD: 1 creature
Roll for each affected creature at the start of their turn. 1d6: 1. Attacks caster’s group, 2. Moves away from caster’s group, 3-4. No action, 5. Moves away from target’s group, 6. Attacks target’s group. Creatures of 3 HD or more may Save each round to act normally.

One of those spells with a lot of rolling and math, but it's a classic, and it's a very powerful effect if the caster gets a few lucky rolls or targets a leader. It's another spell that synergizes with other illusion spells to confuse even creatures that pass their Save.

3. Dispel Exhaustion
Illusionist 4
R: 10’ T: creature D: [caster level]x30 minutes
Up to 4 creatures gain temporary HP equal to half their maximum HP. Once every 10 minutes, creatures may move at 2x normal speed for 1 round. Creatures feel revitalized, restored, and healthy, but exhaustion returns when the spell ends. 

A fairly powerful buff, but temporary HP is not real HP, and it's not "survive Save or Die effects" either. HP loss is very rarely why PCs die. Buffing tanky summoned creature is a great use for this spell.  

4. Dispel Magic
Cleric 3, Druid 4, Illusionist 4, Magic-User 3   
R: 120’ T: creature, object, or magical effect D: 0
Any spells affecting the target, or any magical effect, ends. Spells of lower-level casters are automatically end. Spells of higher-level casters have a 5% chance per level of difference of not ending. Most magic items are not disenchanted by this spell, though any spells affecting them are dispelled normally. Potions and very minor magic items are disenchanted.

A standard tool. Every caster gets access to it because there's plenty of magic nonsense in D&D.

5. Emotion
Illusionist 4
R: 120’ T: area D: [caster level] rounds
In an area 30’ in diameter, the caster adjusts the emotions of creatures for the duration. Hostile creatures may Save to negate. Options could include:
•Fear. Save with a -2 penalty or flee.
•Hate. +2 to attack rolls, damage, and Morale.
•Despair. Save each round to take any actions.
•Rage. +3 to attack rolls and damage. Fearless, but must attack the nearest enemy.
•Admiration. Reroll reaction rolls and choose the more favourable result.
•Bafflement. Spellcasting and complex intellectual activity is impossible.

Creatures that do not know the caster is present aren't technically hostile. Surprise! It's nameless dread! Another spell that buffs summoned creatures (and hirelings, if you don't mind losing a few).

6. Hypnotic Pattern, Improved
Illusionist 4
R: 30’ T: point D: concentration+1d4 rounds
Swirling colours and shapes fill a 15’ radius around the chosen point. The caster may move the point up to 30’ per round, anywhere within line of sight. Creatures in the area that can see the pattern must Save or be hypnotized. Up to 24 total HD of creatures can be hypnotized. Affected creatures will stand and watch the pattern, or move towards its new location, even if this would put them in danger. The effect ends for a creature if it is harmed. The caster may not move while concentrating.

In the original spell, creatures get a Save to notice being lead into danger (off a cliff, into a pit trap, etc.) but that's three Saves for one effect (Save at the start, Save to notice danger, Save when taking damage), and that seemed excessive. Spells should reward cunning play. If the Illusionist wants to use environmental hazards to get rid of 24 HD of creatures, then they should be encouraged to do so.

7. Invisibility, Improved
Illusionist 4   
R: touch T: creature D: 1 hour
As invisibility, 10’ radius, but the effect does not end for a creature when it takes a hostile action. Instead, the creature becomes visible until the start of their next turn. 

This is a very powerful invisibility effect. It's up there with phantasmal force as an Illusionist go-to spell. Flickering in and out of invisibility for an hour, and possibly bring a few other creatures along, is very useful for getting into and out of trouble.

8. Massmorph
Illusionist 4   
R: 240’ T: area D: 24 hours
Any number of willing people in a 120’ diameter area take on illusory appearances. The effect ends for a target if it takes a hostile action, takes damage, or moves out of range of the caster. The illusion can take the form of:
•Trees. A copse, an orchard, a glade.
•Other humanoid creatures. Unconvincing up close.
•Identical copies of the caster.
The same choice must be made for all targets.

Massmorph is an OD&D wargame-style spell that, oddly, wasn't ported to Chainmail. I've updated it to add other options. I am Spartacus.

9. Modify Memory
Illusionist 4, Magic-User 5   
R: 30’ T: creature D: 0
The caster adjusts one of the target’s memories. The event must have occurred within the last 24 hours and lasted no more than 10 minutes. The caster can erase the memory, alter details, overwrite it with another event, or allow perfect recall. An unwilling creature may Save to negate. Hostile creatures Save with a bonus equal to their HD. The target must be able to hear and understand the caster. 

The grammar in this spell is a little awkward, but it's not an effect that English grammar is designed to handle.

10. Phantasmal Killer
Illusionist 4
R: 60’ T: creature D: concentration, up to 6 rounds
Target creature must Save or perceive an approaching terrifying creature. Only the caster and the target can see it. The Phantasmal Killer attacks as a HD 4 creature. On a hit, the target must Save or die of fright. Because it exists only in the target’s mind, it is intangible, can fly, cannot be targeted, and is immune to all damage. The caster does not need to maintain line of sight to the target or the Phantasmal Killer while concentrating.

You might think this is less powerful than a straight-up save or die effect, but the point of a phantasmal killer is to force the target to inconvenient and unwise things. Casting fireball at a creature that doesn't really exist, for example, or surrendering, or causing mass panic among allies. It's an upgraded spook.

11. Shadow Monster I
Illusionist 4
R: 40’ T: point D: [caster level]+3 rounds
Summon up to [caster level] HD of Shadow Monsters. They resemble real creatures chosen by the caster, but are made of solid shadow. All creatures must be of the same type. They are under the caster’s control, have 1d2 HP per HD instead of 1d8, deal ½ damage,  and cannot cast spells or use supernatural abilities. Sapient creatures may Save to see their true form. Shadow Monsters deal non-lethal damage to creatures that pass the Save. 

Shadow monsters is a complex spell in AD&D that requires some on-the-fly percentile math. I've simplified it considerably. Compared to the Druid and Magic-User's summon monster, it creates a larger number of weaker creatures. The caster does get to choose the type, which can be very useful in factional dungeon warfare, or if the caster knows what their enemies fear. I vaguely remember using illusionary tigers to great effect at some point, but I can't remember why. I've split it into 3 spells, to match the summon monster levels.

12. Solid Fog
Illusionist 4
R: 60’ T: point D: 10 minutes
Creates a 10’ cube of opaque fog per [caster level]. The fog is as thick as cotton wool and heavier than air. Creatures in the fog move at 1/10th normal speed and cannot make melee attacks. Strong wind does not affect the fog.

I like the description "as thick as cotton wool." It should let GMs adjudicate the spell in an intuitive way.

João Bragato

Level 5

1. Accelerate Time*
Illusionist 5   
R: 60’ T: point D: [caster level] hours
Time seems to flow 6x as quickly for creatures and timepieces in a 10’ radius around target point. 10 minutes feels like 1 hour; 4 hours feels like 1 day. This may accelerate rest, fatigue from strenuous activity, natural healing, poisons, diseases, and spell recovery. Creatures do not gain extra actions or move more quickly. Spell durations are not affected. Casting this spell more than once in a week causes the permanent loss of 1 Constitution.

Reversed: Time seems to flow 6x as slowly instead.

Adding "and timepieces" is absolutely unnecessary, but it is thematic. Adding the strenuous activity note makes the spell more interesting. Sure, a 10 minute nap feels like 1 hour, but 10 minutes of chopping firewood feels like 1 hour too, so using this spell constantly, despite its long duration, is probably unwise. I'm torn on the constitution drain penalty. I prefer for spells to be balanced on their own instead of needing a special restriction, but there's no way to give it a sufficiently long duration without risking casters spamming it... or overlapping it.

2. Confusion, Mass
Illusionist 5   
R: 120’ T: area D: [caster level] rounds
In a 30’ diameter area, up to [caster level]x3 HD of creatures are befuddled. Roll for each affected creature at the start of their turn. 1d6: 1. Attacks caster’s group, 2. Moves away from caster’s group, 3-4. No action, 5. Moves away from target’s group, 6. Attacks target’s group. Spellcasters may Save each round to act normally.

A better confusion spell, but that's how the Illusionist rolls.

3. Hypnotism, Mass
Illusionist 5
R: 50’ T: creature D: [caster level]+3 rounds
The caster speaks a short, simple, and reasonable command to [caster level] creatures within range. The creatures must Save or obey. Targets must be able to hear and understand the caster. The command must be a plausible course of action.  

It was a toss-up between including this or a multi-target long-duration suggestion. In the end, a shorter command with more targets felt more sensible. There's less for the GM to track.

4. Insubstantiate
Illusionist 5
R: 60’ T: creature or object D: [caster level] rounds
Target creature of [caster level] HD or below, or target object that fits inside [caster level] 1’ cubes, phases out of reality. It cannot affect the world or be affected by it. It moves at ½ normal speed and can pass through solid obstacles with effort. The target is shimmering and translucent.

A versatile spell. Get rid of doors, prevent someone from grabbing a vital object, temporarily exile a monster, etc. Yes, it has all the problems of wraithform and gaseous form, but it's a high-level spell slot.

5. Maze*
Cleric 6, Illusionist 5, Magic-User 8   
R: 60’ T: creature D: varies
Target creature is transported to an extradimensional maze. The maze is not harmful, but the caster may specify aesthetic touches or implied threats. The target is is trapped for:
•Int. 3-8 (below average): 1d6 hours
•Int. 9-12 (average): 1d6x10 minutes
•Int. 13-18 (above average): 3d6 rounds
When the spell ends, the target reappears in the nearest empty space to their last position.

Reversed: Target creature learns the most direct path to the exit of a building, dungeon, maze, labyrinth, catacomb, cavern, or other mappable structure. The path may reveal secret doors, but will not solve puzzles or reveal traps, provided a valid path exists through them. It will try to avoid locked doors if possible.

While the reversed maze might be a headache for GMs, I think it's useful to give players a plausible way of escaping a dungeon.

6. Phantasmal Force, Perfected
Illusionist 5   
R: 240’ T: point D: 10 minutes / permanent
As phantasmal force, but the illusion is smaller than a 120’ cube, may create noises, odours, mild temperature adjustments, and has realistic texture. Saves to see through the illusion have a -4 penalty. When cast, instead of creating an illusion with a 10 minute duration immediately, the caster may set conditions which will trigger the spell. The conditions can be as complex as desired, but must occur within 30’ of the point, and must rely on external appearances or visible actions.

I mashed together a few similar spells to create this one.

7. Project Image
Illusionist 5, Magic-User 6   
R: 120’ T: point D: [caster level] rounds
A perfect intangible image of the caster appears at the designated point. The image moves, speaks, and acts identically to the caster. The caster may see, hear, and cast spells through the image as if they were present at the image’s location.

The fact that the image duplicates the caster's movements makes this spell tricky to use for schemes, but it's still fairly useful. The free range and scouting is nice.

8. Seeming
Illusionist 5   
R: 30’ T: creature D: [caster level]x2 +2d6 rounds
The target takes on the appearance of another person or creature of approximately the same size. The caster may create a perfect visual copy of a well-known creature or a general type of creature. For every 2 [caster levels] past the first, the caster may target another creature. Illusionary equipment is also provided, but vanishes if dropped. The illusion ends for a creature if it takes damage.

An upgraded disguise spell. I might rename this to "diguise, mass" to make cross-referencing spells quicker.

9. Shadow Door
Illusionist 5
R: touch T: object D: [caster level] rounds
The caster creates an illusory door on a solid surface and appears to step through it. In fact, the caster becomes invisible (as the invisibility spell, pg. ###) and moves at 2x normal speed for the spell’s duration. The door appears to connect to a dark tunnel or a 10’ cubic room. If another creature tries to follow the caster through the door, it takes 2d6 force damage and is knocked prone. 

Cartoon shenanigans, or a bit of stage magic. 

10. Shadow Magic
Illusionist 5
R: varies T: varies D: 0
The caster casts an umbral copy of a spell chosen from the list below:
Cone of cold (pg. ###)
Fireball (pg. ###)
Lightning bolt (pg. ###)
Magic missile (pg. ###)
Others similar spells be allowed at the GM’s discretion. Intelligent creatures may Save, in addition to any Saves prompted by the spell. If a creature passes, the spell deals a maximum of [caster level] damage to them. 

You can be a Magic-User too, Illusionist! Look at all that flexibility. Don't be sad. They're almost as good as brand-name spells at half the price.

11. Shadow Monster II
Illusionist 5
R: 50’ T: point D: [caster level]+4 rounds
As shadow monster I,  but the creatures have 1d4 HP per HD and deal full damage.

Look, numbered summon spells are rarely going to blow your socks off.

12. Visitation
Illusionist 5
R: unlimited T: person D: 0
A ghostly figure appears before target person known to the caster. The figure takes the form of a person from the target’s past. It conveys a message of up to 25 words, plus thematic gothic intonations and warnings. The target does not need to respond, and may Save to detect the false nature of the visitation.

The 25-word limit is standard for messaging spells, as it forces players to really think about their words. This spell gives the GM license to ad-lib. The message "Revenge your father's murder" or "You shall be king of Scotland" get suitable punch-ups in Shakespeare.

Tom Kidd

Level 6

1. Acid Fog•
Illusionist 6
R: 120’ T: point D: [caster level] + 1d4 rounds
Creates 2x 10’ cubes of opaque fog per [caster level]. The fog is as thick as cotton wool and heavier than air. Creatures in the fog move at 1/10th normal speed, cannot make melee attacks, and take 1d6 acid damage per round. It erodes non-magical objects and kills vegetation. Strong wind does not affect the fog.

A short-duration wall, but with a nasty effect, especially if people were expecting regular fog. I remember a player cast this in a library once. Not a good plan. Banned forever.

2. Eerie Terrain
Illusionist 6
R: 120’ T: area D: permanent
Affects [caster level]x2 10’ squares. The caster cloaks the area in an illusion. While the underlying structure of the area remains the same, the illusion adds menacing shadows, dust, cobwebs, unearthly winds, and other minor effects. Creatures must Save when they enter the area for the first time or move through it at ½ speed. Creatures unaware that the area is cloaked in an illusion automatically fail Saves against fear. 

The first truly permanent illusion effect on the list. It's similar to the canonical spell vacancy, but with different effects. While I'm not normally a fan of permanent spells, this seems very Illusionist. Turn any house into a haunted house. Turn a haunted house into a properly nightmarish zone.

3. Geas*
Cleric 5, Illusionist 6, Magic-User 6
R: touch T: creature D: permanent
Target intelligent creature that can understand the caster must Save or carry out a quest of the caster’s choice. The quest cannot lead to certain death, but moderate peril is acceptable. Failure to obey causes the creature to sicken and die over 1d4 weeks. The quest must be relatively simple and thematic.

Reversed: Remove a geas and learn who cast it.

The canonical illusionist equivalent is dream quest, but that's just geas with extra steps. Sauce for the geas is sauce for the gander. Heh heh heh.

4. Impersonate
Illusionist 6   
R: touch T: creature D: [caster level]x10 minutes
The target takes on the appearance of another person or creature of approximately the same size. Voice, mannerisms, odour, and gait are copied. The target can speak and understand any languages known by the impersonated creature, but gains no additional knowledge. Illusionary equipment is also provided, but vanishes when the spell ends. The illusion ends if the target takes more than 5 damage. This spell requires but does not consume an item or bodily sample (hair, blood, etc.) of the target.

The damage buffer is very handy. Clever people might know that illusions pop when dealt damage and test it with a bit of mild stabbing.

5. Phantasmal Feast
Illusionist 6   
R: 60’ T: point D: [caster level] hours
An elaborate illusionary feast appears. It appears to feed [caster level]x2 people. The caster may specify individual dishes, but the spell defaults to meals appetizing to people within 60’. Illusionary serving dishes and tablewear is also created. The food looks, smells, and tastes real, but provides no nutrition. The caster learns the true name of any person that eats the food. For the spell’s duration, any creature that eats the food automatically fails Saves against illusions created by the caster, and has a -4 penalty to all other Saves. Additionally, the caster may cause any number of creatures of 2 HD or below that eat the food to fall asleep (as the sleep spell, pg. ###).

Do not eat the goblin fruits. Or do. I'm not in charge of your life. I just write these spells. Anyway, this is a properly fey effect. This could conceivably be a ritual spell with a long casting time, like create food and drink, but what self-respecting Illusionist wouldn't summon a meal from thin air with a flick of the wrist?

6. Pseudocide
Illusionist 6, Magic-User 6   
R: 0 T: self D: 0
May cast this spell as a reaction. The caster teleports up to 50’ in any direction and turns invisible for 2d6 rounds or until they take a hostile action. A dead fleshy duplicate is left behind, clad in facsimiles of the caster’s clothes and items, when the caster teleports. The duplicate will not pass close inspection.

This spell lets the caster effectively negate one incoming attack (if they react to the attack itself and not to being dealt damage.. It's a better fit for the MU spell list, where duplication effects are less common, but it's such a fun concept that I felt I had to give it to the Illusionist too. I think the name is tied with insubstantiate for "made-up words that succinctly describe a spell."

7. Repeat Spell
Illusionist 6, Magic-User 6   
R: 0 T: self D: 0
The caster may immediately cast a lower level spell that they previously cast within 24 hours, as though they had prepared that spell instead of repeat spell. All costs, targeting restrictions, etc. still apply.  

Another infrastructure spell. It's not exciting, but it adds flexibility to high-level casters. This spell nearly breaks my "would be good as a wand or scroll" rule for the Treasure Overhaul spell lists, but it's a powerful caster-boosting item.

8. Shade
Illusionist 6
R: 0 T: self D: [caster level] rounds
The caster vanishes and is replaced by 2 illusory duplicates. The duplicates may immediately take their turns. They are destroyed if they take any damage and cannot cast spells or use magical or consumable items. They can move, speak, open doors, pick up items, and make melee attacks with mundane weapons. When the spell ends, both duplicates vanish, and the caster returns, occupying the space formerly occupied by a duplicate. If a duplicate is destroyed before the spell ends, the caster immediately returns, occupying the space of the other duplicate. If both duplicates are destroyed simultaneously, the caster may choose which space to occupy.

While I'll take credit for this spell as written, it's not an original idea by any means. It's in all sorts of RPGs, video games, etc. I think this implementation is fairly elegant. It's a mirror version of project image. I once wrote and used a version of this spell that created 2d6 copies instead of 2, but it ended up being far too chaotic.

9. Shadow Monster III
Illusionist 6
R: 50’ T: point D: [caster level]+4 rounds
As shadow monster I, but the creatures have 1d8 HP per HD, deal full damage, and have illusory copies of supernatural abilities. These abilities cannot deal damage or create permanent effects (see phantasmal force, pg. ###). The GM may wish to track “damage” from the abilities against a creature’s HP, but actual HP is not reduced. A creature “disintegrated”, “teleported”, or “turned to stone” by a Shadow Monster is merely paralyzed for 1 minute.

Hooray for incremental upgrades! In the standard version, the supernatural abilities are provided at the lowl-level version, but that requires a lot of GM rulings and partially replaces phantasmal force. The Illusionist can probably min-max the summoned creatures, but they're still only illusions. Wishes granted by exclusionary Djinn are not real. Is flight granted by an illusionary Pegasus real, or does a character just believe they're flying very slowly at ground level? 

10. True Seeing*
Cleric 5, Illusionist 6, Magic-User 6   
R: 0 T: self D: [caster level] rounds
The caster sees through illusions, sees invisible and ethereal creatures, and sees the true form of shapeshifters, transformed, or enchanted creatures.

Reversed: Touched living creature must Save or see the attributes of other creatures as their opposite (beauty as ugliness, deadly intent as good cheer, etc.) for [caster level] rounds.

I keep flip-flopping between "True Seeing" and "True Sight." The reversed version is amusing but very situational. It could be very useful if the GM rules that a dragon sees a thief as a supplicant.

Level 7

1. Astral Spell
Cleric 7, Illusionist 7, Magic-User 9   
R: 0 T: self D: [caster level] hours
The caster projects their mind into the astral plane (or local equivalent). Their body remains behind in a state of suspended animation. There is a 50% chance that this spell ends if the body is damaged. While projecting, the caster is effectively an intangible, invisible, flying duplicate. The caster may cast spells from the projection, but for each spell cast, there is a cumulative 5% chance that this spell ends and the caster returns to their body. The projection moves at 100 miles per hour or 1,000 feet per round.

Another condensed classic. I've never found this spell particularly compelling. I may clarify that the projected form can still be targeted (if someone can spot it), and that it isn't immune to magic damage. Projecting into your archenemy's lair is unwise. Projecting near PCs that can see invisible creatures and are willing to take hostages is also unwise.

2. Drama
Illusionist 7
R: 240’ radius T: area D: concentration+2d6 rounds
The caster twists the nature of reality, turning the world into a stage. Creatures, projectiles, and effects cannot cross the spell’s radius in either direction.
Within the spell’s area:
•All damage becomes non-lethal damage.
•If a creature would die, it is instead rendered unconscious until the effect ends.
•Fire becomes red paper, acid green water, etc.
•Intelligent creatures must Save or explain their motives before taking any action.
•Speech becomes overwrought, poetical, emotional, rhetorical, fanciful, or satirical.
•All creatures believe that they are in a play, or some other unreal and harmless activity before an imagined audience.
Additionally, the caster creates a beam of light that illuminates a point within range. It cast light as a torch. The caster can move the beam to any point within range each round.

I think this is a fairly interesting capstone ability for the Illusionist. If you're going to pretend to pretend to cast spells, then a high-level spell should be even more meta. The duration is the only thing I'm struggling with. Minutes makes it from a scene into full play but completely dominates an encounter.
"You die a thousand casual deaths - with none of that intensity which squeezes out life... and no blood runs cold anywhere. Because even as you die you know that you will come back in a different hat. But no one gets up after death - there is no applause - there is only silence and some second-hand clothes, and that's death." - Rosencrantz and Guildenstern are Dead.

3. Invisibility, Mass
Illusionist 7, Magic-User 7   
R: touch T: creature D: 1 hour
Target creature, and all creatures within 50’ when the spell is cast, are invisible. The area moves with the targeted creature. The effect ends for a creature in the area if the creature takes a hostile action or leaves the area. It ends for all creatures if the targeted creature takes a hostile action. Clothing and carried items are also invisible.

Another improved version of a lower-level spell.

4. Mirage
Illusionist 7
R: line of sight T: point D: varies
Must be cast out of doors. An illusionary scene appears on the horizon. The caster may create a distant city, the dust of an approaching army, a refreshing lake, or any other vista imaginable. Creatures within 6 miles when the spell is cast can see the mirage, but it always appears to be just out of reach for the spell’s duration, though creatures must Save to notice its shifting location. The effect lasts until the caster dies or casts this spell again.

Not a powerful spell by any means, but the ability to delude a whole region could be useful. Are you racing a rival party for the Lost Temple of Filboid Studge? Good luck finding it with this spell active.

5. Permanent Illusion
Illusionist 7   
R: 240’ T: point D: permanent
As phantasmal force, but permanent. The illusion is sill destroyed if it is dealt damage.

Another permanent spell. Bear in mind that this is the starter version of phantasmal force, the glassy, silent, and unconvincing one. Still, permanent glassware, servants, or treasure could be useful.

6. Prismatic Spray
Illusionist 7
R: 70’ cone T: area D: 0
Multicoloured rays fire from the caster’s outstretched hand. Roll for each creature in the area. 1d10:
1. Red. 3d6 fire damage, Save or set on fire.
2. Orange. 3d6 bludgeoning damage, Save or prone.
3. Yellow. 3d6 lightning damage, Save or deafened.
4. Green. 3d6 acid damage, plus 1d4 on subsequent rounds or until washed.
5. Blue. 3d6 cold damage, Save or be frozen in place in a block of ice.
6. Indigo. Save against poison or die.
7. Violet. Teleported 1d10’x10’ horizontally in a random direction and stunned for 1d6 rounds.
8. Unlight. Disappear for 1d6 rounds. If a summoned creature, Save or be banished.
9. Struck twice. Roll 2 d8s.
10. Struck thrice. Roll 3 d8s.   

I modified this spell significantly. Yes, the old "save or paralyzed" "save or go insane" and "save or be turned to stone" are all nicely categorized by saving throw, but they're not particularly interesting in play. "Go insane" is such a difficult effect to adjudicate (let alone adjudicate tastefully) that I think it's fine to omit. Being trapped in a block of ice is more fun than being turned to stone, and fits the elemental theme. With chromatic orb, the Illusionist already has reliable save or die effect (as the comments pointed out in the last post), so this spell should do something different.

The area of prismatic spray also varies considerably between editions. I could make it a 70' line 10' wide to keep it closer to AD&D's version, but a wide cone, for a max-level spell slot, feels fair to me. It's a spray. Friend and foe alike should beware.

7. Prismatic Wall
Illusionist 7
R: 70 T: area D: concentration + [caster level] rounds
Creates a glowing wall of light, summoning a 10x10’x1’ thick panel per [caster level]. The caster can mould the wall into any shape. The wall does not need to be vertical or attached to a solid surface, but it cannot intersect creatures or objects. It is not solid. It casts light as a torch and is immune to damage. Creatures that attempt cross the wall, or end their turn adjacent to it, are struck by the prismatic ray spell.

It's a wall that isn't a wall, but it's also a wall you really don't want to be near. The caster can use it to create a protective dome, but the effect applies to all creatures, not just hostile ones. The projectile-blocking effects of a prismatic sphere (not included in this spell list) aren't included. Prismatic sphere always felt like a spell that was written without at-table resolution in mind. Too much AD&D rock-paper-scissors design. 

8. Shadow Walk
Illusionist 7
R: 10’ T: area D: 0
This spell can only be cast in deep shadow. The caster and up to [caster level] willing creatures teleport to a shadowed location known to the caster, anywhere. For each creature past the first, there is a cumulative 1% chance the destination is an unknown shadowed area of the GM’s choice. Areas that hold special meaning for the targets (positive or negative) will tend to be selected. 

A caster should have a good long-range multi-target teleportation spell, and this qualifies. I'm not totally pleased with "GM picks" effects, but the percentile roll introduces some tension, and the "shadowed area" prompt might help the GM come up with a good inconvenient location.

9. Sunbeam
Cleric 6, Illusionist 7, Magic-User 6   
R: 60’ cone T: area D: 0 / concentration
Pure sunlight flashes from the caster’s hand. Creatures in the area take 3d6 damage and must Save or be blinded for 1d6 rounds. Undead creatures take 6d6 damage instead. As long as the caster concentrates, their hand casts sunlight as a torch.

Aside from the obvious use as an "Take that, Dracula!" spell, I've also seen players use sunbeam to signal over great distances and lure plant-based creatures to their doom. In terms of pure damage it's less impressive than prismatic spray, but it's much more reliable. It could be replaced if there was a suitable candidate. If you can think of one, leave a comment.

10. Time Stop
Illusionist 7, Magic-User 9
R: 0 T: self D: [caster level] rounds
The world stops. From the caster’s point of view, creatures and enchantments become frozen smoke-shrouded shapes. They cannot affect the caster, or be affected by them, for the spell’s duration. The caster may move and interact with objects normally, but moving any object heaver than a sword requires a Strength test. Spellcasting is not possible.

This spell is here for two reasons. First, I'm pleased with it. It's hard to write a time stop spell that works the way people expect it to work. Second, it fits the theme established with accelerate time. How did that coin get in your pocket? How did the magician know what you'd written on the card? Time stop.

João Bragato

Final Notes

The Illusionist doesn't get access to the top-tier Magic-User game-breaking powers like wish and true polymorph. Instead, they get access to spells that change the nature of encounters, enable ludicrous schemes, and cause chaos. 

The general Illusionist plan is to throw out a few non-concentration spells with multi-round durations, then start a concentration spell to add another layer of madness. Combining spells is crucial. Use hypnotic pattern, improved to lure creatures into a pit concealed with an illusion, or into a prismatic wall. Create distracting shadow monsters, then turn invisible and run. Use eerie terrain to make phantasmal killer or emotion even more deadly.

If you have strong feelings about any of the changes I've made, post in the comments and I'll see what I can do. I changed a few spells from the previous post based on suggestions in the comments.