Delusion of Battle:
Positive: The delusionist or his ally looks upon his enemies and sees smaller, weaker weapons in place of larger, more dangerous ones. The subject of this ability perceives his enemies as frail and weak, and so they become to him. As a standard action that does not provoke attacks of opportunity, the delusionist grants himself or an ally damage reduction against all attacks equal to 2 x the level of the illusion or enchantment spell expended (to a maximum DR of 10/— for a 5th level spell). A successful Will save by an enemy allows that enemy to bypass the damage reduction granted by this ability.
Negative: The delusionist’s target sees him draw a large weapon and grow stronger. As a standard action that does not provoke attacks of opportunity, the delusionist gains a bonus on weapon damage rolls against the target equal to the level of the spell expended. This ability is negated with a successful Will save.
Required level: 1st
Delusion of Competence:
Positive: The delusionist forces himself or an ally to believe that he has more skill in a certain field than he actually possesses. As a swift action, the delusionist grants himself or one ally a competence bonus to any one skill check, which must be made by the end of the subject’s next turn. The bonus is equal to the level of the spell expended. This does not allow a delusionist or his ally to make an untrained skill check in a restricted skill unless he has ranks in that skill. This delusion cannot be removed by another’s Will save.
Negative: The delusionist makes another believe he has less ability in his own skills. As a standard action, the delusionist can grant another creature a penalty on a particular skill check equal to the level of the spell expended. This ability lasts until the target makes a check with the skill in question. If such a check is not made within a number of rounds equal to the level of the spell expended, the delusion is removed. This delusion is negated by a successful Will save.
Required level: 1st
Delusion of Safety:
Positive: The delusionist can delude his mind or the mind of an ally to the point where the subject reflexively ignores danger. As an immediate action, the delusionist can sacrifice a spell or spell slot to give the subject an edge against a triggered trap. If the trap is one that makes an attack roll, the roll takes a penalty equal to the level of the spell expended. If the trap requires a saving throw to resist, the subject gets a bonus on the save equal to the level of the spell expended. Only one bonus applies per trap. For example, a poisoned dart trap would take a penalty on its attack roll, but the subject of this delusion does not get a bonus to his save against the poison.
Negative: The delusionist’s enemy perceives life-threatening danger where there is none. If the target fails a Will save, he believes that enemies are closing in from all sides, and that he must act to defend himself. For a number of rounds equal to the level of the spell expended, the target is considered to be flanked, and any attacker gains the normal benefits of attacking a flanked opponent.
Required level: 3rd
Delusion of Health:
Positive: The delusionist or an ally mentally ignores and discards his wounds sustained. As a standard action, he can expend an illusion or enchantment spell to heal the subject of this delusion of a number of hit points equal to 2 x the level of the spell expended. This effect is powered merely by the target’s will and is not fueled by positive energy. This use of the ability is an instantaneous effect and cannot be negated by another’s successful Will save.
Negative: The delusionist forces his foe to believe that his wounds are more severe. By expending a spell as a standard action, the target takes damage equal to 2 x the level of the spell expended. The damage is a manifestation of the target’s beliefs and is not caused by negative energy. This ability cannot be used on a foe that has not sustained any damage, and cannot reduce a target’s hit points below 1. This ability is instantaneous but can be negated with a successful Will save.
Required level: 3rd
Delusion of Resistance:
Positive: The delusionist convinces the subject that he has a special immunity to a particular energy, or that his enemies’ special attacks are weak and ineffective. As a standard action, he grants himself or an ally energy resistance equal to his class level + the level of the spell expended, to a maximum of 15. The delusionist must choose a particular energy type each time he uses this ability. A successful Will save by an enemy allows that enemy to bypass this resistance, but not any other energy resistance the target may have.
Negative: The delusionist’s enemy loses belief in his own defenses, or believes that the delusionist has some special ability to overcome them. As a standard action, the delusionist grants himself the ability to bypass a number of points of a target’s resistance to a particular energy equal to 2 x the level of the spell expended (to a maximum of 10 energy resistance bypassed with a 5th level spell). The delusionist must choose a specific energy type when he uses this ability.
If the delusionist sacrifices a 6th level spell or higher, he can even bypass a creature’s immunity to an energy type, allowing his spells to deal half damage. For every level above 6th expended, the delusionist adds 2 extra points of damage after halving the original damage. A target can negate this ability with a successful Will save.
Required level: 5th
Delusion of War:
Positive: The delusionist instills belief of safety in himself or an ally and allows the target to mentally ignore nearby threats. By mentally ignoring them, the target is often unaffected by his enemies’ attacks. As a standard action, the delusionist can expend a spell or spell slot to grant himself or an ally a deflection bonus to his AC equal to the level of the spell expended. The bonus lasts for a number of rounds equal to the level of the spell expended. A successful Will save by an enemy attempting to strike the target allows that enemy to bypass the deflection bonus granted by this ability but not any of the target’s other bonuses to AC.
Negative: The delusionist’s foe loses his belief in his armor and defenses, leaving him open to attacks. If the target fails a Will save, then he believes than any attack striking him is a true hit, and he takes damage accordingly. The target’s armor and shield bonuses to his AC are halved for a number of rounds equal to the level of the spell expended. If the target has natural armor instead of manufactured armor, then his natural armor bonus is halved for the duration of this delusion. This ability affects either manufactured armor bonuses or natural armor bonuses but not both.
Required level: 5th
Delusion of Magic:
Positive: The delusionist allows himself or an ally to mentally ignore the effects of his opponent’s spells, causing the magic to harmlessly dissipate. As a standard action, the delusionist expend a spell or spell slot to grant the subject spell resistance equal to 10 + the level of the spell expended. This temporary resistance lasts for a number of rounds equal to the level of the spell expended. If the subject already has spell resistance from another source, such as the self-delusion ability, or a drow’s natural spell resistance, the subject uses the better of the two values for a given situation.
Negative: The delusionist’s enemy is forced to mentally disbelieve his own resistance to magic, which causes his arcane defenses to diminish. By expending a spell or spell slot, the target’s spell resistance decreases by a number equal to the level of the spell expended. This decrease lasts for a number of rounds equal to the level of the spell expended.
Required level: 7th
Delusion of Reality:
Positive: Many delusionists prefer to call this the delusion of grandeur when they give in to it themselves. This ability allows a delusionist to be the master of his perceived reality, and grants him a series of benefits which last for a number of rounds equal to the level of the spell expended. The benefits stack, so a delusionist who expends a 4th level spell slot gains all the benefits of expending a 3rd level spell slot as well.
If the delusionist expends a 1st-3rd level spell, his true position becomes difficult to determine, and all attacks against him have a 50% miss chance as though he were under the effects of a displacement spell. He can also use mage hand once per round as a spell-like ability.
If the delusionist expends a 4th-6th level spell, he gains the incorporeal subtype and can use telekinesis as a spell-like ability once during the duration of this delusion.
If the delusionist expends a 7th-9th level spell, he gains the incorporeal subtype and can disjoin, as per Mordenkainen’s disjunction, any ongoing magical or force effect as a full-round action during the duration of this delusion. Magic items cannot be disjoined by this ability.
If a creature makes a successful attack on the delusionist despite his newfound abilities, the attacker can make a Will save, which, if successful, brings the delusionist out of his trance and back to normal reality. If the delusionist is partially inside a solid object when this ability ends for any reason, he takes 3d6 damage and appears in the nearest unoccupied space.
This delusion requires a great deal of mental preparation and training, and the delusionist cannot use the positive effect of this ability on his allies.
Negative: The delusionist opens an opponent’s mind to the idea that reality is nothing but perception, and then proceeds to shatter whatever that opponent perceives. The target is left with very little sanity and is forced to retreat to the safety of its own thoughts. To use this ability, the delusionist must expend a spell or spell slot as a standard action, which, on a failed Will save, renders the opponent catatonic for one round per level of the spell expended. If the spell or spell slot expended is 9th level, then the state of catatonia is permanent. In this state, the subject falls helpless, taking no actions, including seeking food or water, and will eventually die of thirst without aid. If the target succeeds on the Will save, he is instead confused as the spell for one round per level of the spell expended.
The catatonic condition caused by this ability can only be removed by a powerful effect, such as a miracle or wish. Alternatively, a delusionist who knows this delusion can expend a 9th level spell or spell slot to restore the target’s sanity.
Required level: 7th
Delusion of Chance:
Positive: The delusionist’s power is so great that his beliefs can affect his fate or the fate of an ally. He can believe that he has hit when he has missed, succeeded where he has actually failed, and so on. A delusionist can use this ability as an immediate action by expending a 9th level spell. It allows the delusionist or his target to reroll the last d20 roll he made, be it a skill check, an attack roll, a saving throw, or something else. The target gains a +5 bonus on the reroll. This ability is instantaneous and cannot be negated by another’s successful Will save.
Negative: The delusionist’s enemy is made to believe either that he has failed instead of succeeded. The delusionist expends a 9th level spell or spell slot and forces a foe to reroll the last d20 roll he made. The target takes a -5 penalty on the reroll. This ability is instantaneous but can be negated with a successful Will save.
Required level: 9th
Delusion of Life:
Positive: The delusionist or an ally mentally discards his wounds and hinderances, removing damage and suffering from his body. By expending a 9th level spell or spell slot as a standard action, the delusionist or his ally recovers 90 hit points. Any hit points in excess of his normal total simply disappear. Also, the target completely recovers from any of the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. The healing from this ability is purely derived from the target’s mind, and is not caused by positive energy.
Negative: The delusionist causes his target to perceive his own death. By expending a 9th level spell or spell slot as a standard action, the target views his own death coming so vividly that he believes it. The target must first succeed on a Will save to disbelieve what he perceives. If this save fails, the target must make a Fortitude save or die as his mind crushes itself, believing the body has died. If the Fortitude save succeeds, the target takes 9d6 points of damage from the psychosomatic wounds, which may end up killing the target anyway.
Required level: 9th