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EQ2 Illusionist Spell List

Updated Wed, Feb 24, 2010 by Savanja

The EverQuest 2 (EQ2) Illusionist Spell List

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Illusionist Spell List

Level

Ability

Description

01
Ultraviolet Beam
Deals instant mental damage
01
Entrance
An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage.
02
Paranoia
Stuns the illusionist's target and adds additional mental damage.
02
Personae Reflection
The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells.
03
Brainburst
Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage.
04
Magi's Shielding
An augmentation spell that benefits the caster by increasing avoidance, maximum Health, and decreasing the chance of interruption.
05
Lockdown
Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage.
05
Arcane Augur
Grants a chance to create a heroic opportunity.
05
Bind Sight
An augmentation that grants the mage the ability to see through the eyes of the target ally. This augmentation breaks if the mage enters combat.
06 Cure Arcane Cures magic, mental, and divine impairments on target ally.
06
Ultraviolet Beam II
Deals instant mental damage
07
Aspect of Genius
An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.
08
Chromatic Storm
Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again.
09
Dispel Magic
Dispels beneficial magic spells from the mage's target.
09
See Invisibility
An augmentation that allows a mage's ally to see invisible enemies.
10
Brainburst II
Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage.
10 Shrink Servant Reduces the overall size of your primary pet.
10
Personae Reflection II
The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells.
11
Aneurysm
Deals instant mental damage to a target and mesmerizes the for a short duration.
12
Ultraviolet Beam III
Deals instant mental damage
12
Rune of Thought
A group augmentation that increases the intelligence and wisdom of the illusionist's group.
12
Entrance II
An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage.
13 Extract Mana Slowly converts the illusionist's health into power over time.
13
Paranoia II
Stuns the illusionist's target and adds additional mental damage.
14
Nightmare
Deals mental damage over time to the target and decreases their arcane resistance.
15
Veil of the Unseen
Distorts the reality around target ally, granting them invisibility and protecting them from indirect area effects. This spell can only be maintained on a single ally.
15
Blink
Reduces hate towards the enchanter from opponents in the immediate area and randomly teleports the enchanter to a random location nearby.
16
Bewilderment
Stuns the target and nearby encounter members for a brief period of time.
16
Speechless
Stifles and damages the illusionist's target.
17
Brainburst III
Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage.
18
Invisibility
Grants invisibility to the target.
18
Epiphany
Increases in-combat power replenishment of the illusionist's group. This ability does not stack with the bard's concentration group power replenishment song.
19
Lockdown II
Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect.
20
Rapidity
Increases the attack speed of target ally.
20
Illusion Form: Human (Purchased)
Gives the illusion of the target being Human.
20
Illusion: Half Elf (Purchased)
Gives the illusion of the target being Half-Elf.
20
Dismay
An impairment that decreases the enemies offensive abilities.
20
Personae Reflection III
The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells
20
Ultraviolet Beam IV
Deals instant mental damage. This spell has a fast casting time.
21
Aspect of Genius Ii
An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.
22
Chromatic Storm II
Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again
23
Phantasmal Awe
Mesmerizes target opponent and surrounding encounter members. Upgrades to this ability decrease the chance to resist the duration of this effect.
23
Shift Vision
A group augmentation that allows the illusionist's allies to see invisible enemies and grants infravision.
24
Entrance III
An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect. This spell cannot be interrupted or fizzled.
24
Illusory Mask
An augmentation that grants invisibility to the illusionist's group.
25
Flash of Brilliance
A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration.
25
Aneurysm II
Deals instant mental damage to a target and mesmerizes them for a short duration.
26
Rune of Thought II
A group augmentation that increases the intelligence and wisdom of the illusionist's group.
27
Extract Mana II
Slowly converts the illusionist's health into power over time.
27
Paranoia III
Stuns the illusionist's target and adds additional mental damage.
28
Nightmare II
Deals mental damage over time to the target and decreases their arcane resistance.
28
Prismatic Chaos
An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits.
29
Ultraviolet Beam V
Deals instant mental damage. This spell has a fast casting time.
30
Bewilderment II
Stuns the target and nearby encounter members for a brief period of time.
30
Group Illusion: Human (Purchased)
Covers the form of the caster and his group with an illusionary image.
30
Speechless II
Stifles and drains power over time from the illusionist's target. The stifle effectiveness is reduced on epic targets.
31
Brainburst IV
Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage
32
Construct of Order
Summons an illusory pet that attacks the Illusionists current enemy until the spell expires.
33
Lockdown III
Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect
33
Personae Reflection IV
The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells
33
Epiphany II
Increases in-combat power replenishment of the enchanter's group. This ability does stack with the the bard's concentration group power replenishment song.
34 Manatap Decreases power of target encounter while increasing power of group members.
34
Rapidity II
Increases the attack speed of target ally.
35
Illusion: Barbarian
Covers the form of the caster and his group with an illusionary image.
35
Illusion: Dwarf
Covers the form of the caster and his group with an illusionary image.
35
Synergism
An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage before every hostile spell they cast.
35
Mana Cloak
An augmentation placed upon you and your group, which provides the chance to gain power back when receiving any damage.
35
Aspect of Genius
An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.
35
Dismay II
An impairment that decreases the enemies offensive abilities.
36
Chromatic Storm III
Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again
37
Phantasmal Awe II
Mesmerizes target opponent and surrounding encounter members. Upgrades to this ability decrease the chance to resist the duration of this effect.
38
Entrance IV
An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect. This spell cannot be interrupted or fizzled.
39
Aneurysm III
Deals instant mental damage to a target and mesmerizes them for a short duration.
39
Flash of Brilliance II
A group augmentation that significantly increases intelligence, focus, and casting technique of the illusionist's group for a short duration.
40
Barrier of Intellect
An augmentation that reduces Hate towards the Illusionist and stuns the attacker for a brief period of time per successful attack.
40
Regalia
An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect.
40 Rune of Thought III A group augmentation that increases the intelligence and wisdom of the illusionist's group.
40
Group Illusion: Half Elf (Purchased)
Covers the form of the caster and his group with an illusionary image.
41
Paranoia IV
Stuns the illusionist's target and adds additional mental damage.
41
Extract Mana III
Slowly converts the illusionist's health into power over time.
42
Prismatic Chaos II
An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits.
42
Nightmare III
Deals mental damage over time to the target and decreases their arcane resistance.
43
Ultraviolet Beam VI
Deals instant mental damage. This spell has a fast casting time.
44
Speechless III
Stifles and damagers the illusionist's target.
44
Bewilderment III
Stuns the target and nearby encounter members for a brief period of time.
45
Illusion: Gnoll
Covers the form of the caster and his group with an illusionary image.
45
Brainburst V
Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage
46
Construct of Order II
Summons an illusory pet that attacks the Illusionists current enemy until the spell expires.
47
Epiphany III
Increases in-combat power replenishment of the enchanter's group. This ability does stack with the the bard's concentration group power replenishment song.
47
Personae Reflection V
The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells
47
Lockdown IV
Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect
48
Manatap II
Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group.
48
Rapidity III
Increases the attack speed of target ally.
49
Aspect of Genius IV
An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.
49
Synergism II
An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage before every hostile spell they cast.
50
Chromatic Shower
Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell. Epic targets have increased resistance to the full duration of the stifle effect.
50
Dismay III
An impairment that decreases the enemies offensive abilities.
50
Chromatic Storm IV
Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again
51
Phantasmal Awe III
Mesmerizes target opponent and surrounding encounter members. Upgrades to this ability decrease the chance to resist the duration of this effect.
52
Entrance V
An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect. This spell cannot be interrupted or fizzled.
52
Savante
An augmentation that conserves the group's power consumption for a limited duration by returning a portion of the power back after it is consumed.
53
Aneurysm IV
Deals instant mental damage to a target and mesmerizes them for a short duration.
53 Mana Cloak II An augmentation placed upon you and your group, which provides the chance to gain power back when receiving any damage.
53
Flash of Brilliance III
A group augmentation that significantly increases intelligence, focus, and casting technique of the illusionist's group for a short duration.
54
Regalia II
An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect.
54
Rune of Thoughts IV
A group augmentation that increases the intelligence and wisdom of the illusionist's group.
55
Extract Mana IV
Slowly converts the illusionist's health into power over time.
55
Illusory Allies
Creates illusionary copies of the illusionist's group for a short duration. They confuse the enemies in target encounter into attacking them.
55
Paranoia V
Stuns the illusionist's target and adds additional mental damage.
56
Nightmare IV
Deals mental damage over time to the target and decreases their arcane resistance.
56
Prismatic Chaos III
An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits.
57
Ultraviolet Beam VIII
Deals instant mental damage. This spell has a fast casting time.
58
Bewilderment IV
Stuns the target and nearby encounter members for a brief period of time.
58
Speechless IV
Stifles and damages the illusionist's target.
58
Spellshield
Augmentation placed on an ally that can reflect up to three hostile spells back at their original caster at a lesser potency. Only profession spells can be reflected in this way. This spell has a recurring power cost over time.
59
Brainburst VI
Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage
60
Construct of Order III
Summons an illusory pet that attacks the Illusionists current enemy until the spell expires.
61
Epiphany IV
Increases in-combat power replenishment of the illusionist's group.
61
Lockdown V
Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage.
61
Personae Reflection VI
The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells.
62
Rapidity IV
Increases the attack speed of the target ally.
62
Manatap III
Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group.
63
Aspect of Genius V
An augmentation that increases the power pool and arcane resistance of the illusionist's group. The arcane resist protects more against magic and divine than mental.
63
Synergism III
An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage before every hostile spell they cast.
64
Dismay IV
An impairment that decreases the enemy's offensive abilities.
64
Chromatic Storm V
Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again.
65
Phantasmal Awe IV
Mesmerizes target opponent and up to four surrounding encounter members.
65
Phase
Quickly teleports target enemy to a distant location.
66
Entrance VI
An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. This spell cannot be interrupted or fizzled.
67
Flash of Brilliance IV
A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration.
67
Aneurysm V
Deals instant mental damage to a target and mesmerizes them for a short duration.
68
Regalia III
An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. This spell cannot be interrupted or fizzled.
68
Rune of Thought V
A group augmentation that increases the intelligence and wisdom of the illusionist's group.
69
Extract Mana
Slowly converts the illusionist's health into power over time.
69
Paranoia IV
Stuns the illusionist's target and adds additional mental damage.
70
Nightmare V
Deals mental damage over time to the target and decreases their arcane resistance.
70
Prismatic Chaos IV
An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to three hits.
70
Chromatic Shower II
Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell.
71
Bewilderment V
Stuns the target and nearby encounter members for a short duration
71
Mana Cloak III
Augmentation, placed upon you and your group, which provides the chance to gain power back when receiving any damage
71
Ultraviolet Beam VIII
Deals instant mental damage. This spell has a fast casting time
72
Brainburst VII
Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage
72
Speechless V
Stifles and damages the illusionist's target
73
Construct of Order IV
Summons an illusory pet that attack the Illusionist's current enemy until the spell expires. If the pet is killed before it expires, it will deal instant mental damage and stifle the enemy who slew it
73
Lockdown VI
Roots the illusionist's target in place, preventing them from movement. This also stifles and blurs their vision until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect
73
Epiphany V
Increases in-combat power replenishment of the illusionist's group. This ability does stack with the bard's concentration group power replenishment song
74
Illusory Allies II
Creates illusionary copies of the illusionist's group for a short duration. They confuse the enemies in target encounter into attacking them
74
Manatap IV
Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group
74
Personae Reflection VII
The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells
75
Aspect of Genius VI
An augmentation that increases the power pool and arcane resistance for the illusionist's group. st protects more again magic and divine than mental
75
Synergism IV
An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage. If the recipient of this spell is not a fighter class and not a pet, their target's hate towards them after every hostile spell they cast has a chance of being reduced
76
Dismay V
An impairment that decreases the enemies offensive abilities
76
Chromatic Storm VI
Deals mental damage over time and interrupts the target and surrounding encounter members. when the spell duration expires, it interrupts the encounter again
77
Entrance VII
Mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted
77
Phantasmal Awe V
Mesmerizes target opponent and nearby encounter members, and removes them from being affected by any area effects
78
Flash of Brilliance V
A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration. Increases to casting technique makes it more difficult for enemies to outright resist your group's spells
78
Aneurysm VI
Dazes the target and deals instant mental damage. Daze prevents the target from making normal auto attacks
78
Regalia IV
An additional mesmerization spell for the illusionist that costs less but lasts for shorter duration. Mesmerization breaks if the target receives any damage. This spells cannot be interrupted or fizzled
79
Extract Mana VI
Slowly converts the illusionist's health into power over time
79
Rune of Thought VI
A group augmentation that increases the intelligence and wisdom of the illusionist's group
79
Paranoia VII
Stuns the illusionist's target and deals additional mental damage
80
Chromatic Shower III
Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell
80
Doppleganger
You take the shape of an ally for a limited duration. While in this form, any damage that ally receives is split between you and that ally. Upgrades increase the amount of damage absorbed
80
Nightmare VI
Deals mental damage over time to the target and decreases their arcane resistance
80
Prismatic Chaos V
An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits
81
Bewilderment VI
Stuns the target and nearby encounter members for a short duration
81
Mana Cloak IV
Augmentation, placed upon you and your group, which provides the chance to gain power back when receiving any damage
81
Ultraviolet Beam IX
Deals instant mental damage. This spell has a fast casting time
82
Brainburst VIII
Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage
82
Speechless VI
Stifles and damages the illusionist's target
83
Construct of Order V
Summons an illusory pet that attack the Illusionist's current enemy until the spell expires. If the pet is killed before it expires, it will deal instant mental damage and stifle the enemy who slew it
83
Lockdown VII
Roots the illusionist's target in place, preventing them from movement. This also stifles and blurs their vision until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect
83
Epiphany VI
Increases in-combat power replenishment of the illusionist's group. This ability does stack with the bard's concentration group power replenishment song
84
Illusory Allies III
Creates illusionary copies of the illusionist's group for a short duration. They confuse the enemies in target encounter into attacking them
84
Manatap V
Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group
84
Personae Reflection VIII
The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells
85
Aspect of Genius VII
An augmentation that increases the power pool and arcane resistance for the illusionist's group. st protects more again magic and divine than mental
85
Synergism V
An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage. If the recipient of this spell is not a fighter class and not a pet, their target's hate towards them after every hostile spell they cast has a chance of being reduced
86
Dismay VI
An impairment that decreases the enemies offensive abilities
86
Chromatic Storm VII
Deals mental damage over time and interrupts the target and surrounding encounter members. when the spell duration expires, it interrupts the encounter again
87
Entrance VIII
Mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted
87
Phantasmal Awe VI
Mesmerizes target opponent and nearby encounter members, and removes them from being affected by any area effects
88
Flash of Brilliance VI
A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration. Increases to casting technique makes it more difficult for enemies to outright resist your group's spells
88
Aneurysm VII
Dazes the target and deals instant mental damage. Daze prevents the target from making normal auto attacks
88
Regalia V
An additional mesmerization spell for the illusionist that costs less but lasts for shorter duration. Mesmerization breaks if the target receives any damage. This spells cannot be interrupted or fizzled
89
Extract Mana VII
Slowly converts the illusionist's health into power over time
89
Rune of Thought VII
A group augmentation that increases the intelligence and wisdom of the illusionist's group
89
Paranoia VIII
Stuns the illusionist's target and deals additional mental damage
90
Chromatic Shower IV
Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell
90
Nightmare VII
Deals mental damage over time to the target and decreases their arcane resistance
90
Prismatic Chaos VI
An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits

Training Spells

Grandmaster Choices

 

Level 14

  • Aneurysm
  • Ultraviolet Beam III
  • Entrance II
  • Nightmare

Level 24

  • Rapidity
  • Aspect of Genius II
  • Chromatic Storm II
  • Entrance III

Level 34

  • Brainburst IV
  • Construct of Order
  • Epiphany II
  • Rapidity II

Level 44

  • Rune of Thought III
  • Prismatic Chaos II
  • Ultraviolet Beam VI
  • Bewilderment III

Level 54

  • Synergism II
  • Phantasmal Awe III
  • Entrance V
  • Rune of Thought IV

Level 64

  • Construct of Order III
  • Epiphany IV
  • Synergism III
  • Chromatic Storm V

Level 75

  • Ultraviolet Beam VIII
  • Brainburst VII
  • Construct of Order IV
  • Aspect of Genius VI

Level 85

  • Synergism V
  • Ultraviolet Beam IX
  • Mana cloak IV
  • Speechless VI

 


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