Of all spells, those
of the illusion school cause the most problems.
Not that they are more difficult for
your player character to cast, but these
spells are more difficult for you to role-play
and for your DM to adjudicate. Illusions rely on the idea of believability, which in
turn relies on the situation and the state of
mind of the victim. Your DM must determine
this for NPCs, which is perhaps an easier
job. You must role-play this for your
character.
Spells of this school fall into two basic
groups. Illusions are creations that manipulate
light, color, shadow, sound, and sometimes
even scent. Higher level illusions tap
energy from other planes, and are actually
quasi-real, being woven of extradimensional
energies by the caster. Common illusions
create appearances; they cannot make
a creature or object look like nothing (i.e.,
invisible), but they can conceal objects by
making them look like something else.
Phantasms exist only in the minds of their
victims; these spells are never even quasireal.
(The exceptions to this are the [[Phantasmal Force]] spells, which are actually illusions
rather than phantasms.) Phantasms act
upon the mind of the victim to create an
intense reaction-fear being most common.
The key to successful illusions or phantasms
is believability, which depends on
three main factors: what the caster'
attempts, what the victim expects, and what
is happening at the moment the spell is cast.
By combining the information from these
three areas, the player and the DM should
be able to create and adjudicate reasonable
illusions and phantasms.
When casting an illusion or phantasm,
the caster can attempt to do anything he
desires within the physical limits of the
spell. Prior knowledge of the illusion created
is not necessary but is extremely useful.
For ample, suppose Dehorn dedes to
cast a [[Phantasmal Force]] spll and can choose
between creating the image of a troll (a creature
she has seen and battled) OT that of a
beholder (a creature she has never seen but
has heard t em* ~ ndges criptions ofl. She can
either use her memory to create a realistic
troll or use her imagination to create something
that may or may not look file a real
beholder. The troll, basad on her first-hand
knowledge of these creatures. is going to
have lots of little details--a big nose, watts,
green, scabby skin, and even a shambling
troll-like walk. Her illusion of a beholder will
be much less precise, just a floating ball with
one big eye and eyestalks. She doesn't know
its color, sue, or behavior.
The type of image chosen by the caster
affects the reaction of the victim. If the victim
in the above case has seen both a troll
and a beholder, which will be more believable?
Almost certainly it will be the troll,
which looks and acts the way the victim
thinks a troll should. He might not even recognize
the other creature as a beholder since
it doesn't look like any beholder he's ever
seen. Even if the victim has never seen a troll
or a beholder, the troll will still be more
believable; it acts in a realistic manner, while the beholder dues not. Thus spelkasters
are well-advised to create images of
things they have seen, for the same reason
authors are advised to write about things
they know.
The next important consideration is to
ask if the spell creates something that the
victim expects. Which of these two illwould
be more believable-a huge dragon
rising up behind a rank of attacking kobolds
(puny little creatures) or a few ogres fonning
a line behind the kobokk? Most a h -
turers would find it hard to believe that a
dragon would be working with kobolds.
The dragon is far too powerful to assodate
with such little shrimps. Ogres, however,
could very well work with koboldsnon
fodder. The key to a good illusion is to
create something the victim does not expect
but can quickly accept.
The most believable illusion may be that
of a solid wall in a dungeon, transforming a
passage into a dead end. Unless the victim is
familiar with these hallways, he has no reason
not to believe that the wall is there.
Of course, in a fantasy world many more
things can be believed than in the real
world. Flames do not spring out of nowhere
in the red world, but this can happen in a
fantasy world. The presence of magic in a
fantasy world makes victims more willing
to accept things our logic tells us cannot
happen. A creature appearing out of
nowhere could be an illusion or it could be
bossing them around and using them as cansummoned.
At the same time, you must
remember that a properly role-played character
is familiar with the laws of his world.
If a wall of flames appears out of nowhere,
he will look for the spellcaster. A wall
blocking a corridor may cause him to check
for secret doors. If the illusion doesn't conform
to his idea of how things work, the
character should become suspicious. This is
something you have to provide for your
character and something you must renaember
when your charaaer attempts to use
illusions.
This then leads to the third factor in the
believability of an illusion, how appropriate
the illusion is for the situation. As mentioned
before, the victim is going to have
certain kxpectations about any given
encounter. The best illusions reinforce these
expectations to your character's advantage.
Imagine that your group runs into a war
party of ora in the local forest. What could
you do that would reinforce what the o m
might already believe? They see your
group, armed and ready for batde. They do
not know if you are alone or are the advance
guard for a bisger troop. A good illusion
could be the glint of metal and spear points
coming up behind your party. Subtlety has
its uses. The orcs will likely interpret your
illusion as reinforcements to your group,
enough to discourage them from attacking. However, the limitations of each spell
must be considered when judging appropriateness.
A phantasmal force spell creates
vision only. It does not provide sound, light,
or heat. In the preceding situation, creating
a troop of soldiers galloping up behind you
would not have been believable. Where is
the thunder of hooves, the creak of saddle
leather, the shouts of your allies, the clank
of drawn metal, or the whinny of horses?
Ora may not be tremendously bright, but
they are not fooled that easily. Likewise, a
dragon that suddenly appears without a
thunderous roar and dragonish stench isn‘t
likely to be accepted as real. A wise spellcaster
always considers the limitations of his
illusions and finds ways to hide their weaknesses
from the enemy.
An illusion spell, therefore, depends on
its believability. Believability is determined
by the situation and a saving throw. Under
normal circumstances, those observing the
illusion are allowed a saving throw vs. spell
if they actively disbelieve the illusion. For
player characters, disbelieving is an action
in itself and takes a round. For NPCs and
monsters, a normal saving throw is made if
the DM deems it appropriate. The DM can
give bonuses or penalties to this saving
throw as he thinks appropriate. If the caster
has cleverly prepared a realistic illusion, this
certainly results in penalties on the victim’s
saving throw. If the victim were to rely
more on m t th an sight, on the other hand,
it could gain bonuses to its saving throw. If
the saving throw is passed, the victim sees
the illusion for what it is. If the saving throw
is failed, the victim believes the illusion. A
good indication of when player characters
should receive a positive modifier to their
saving throws is when they say they don’t
believe what they see, especially if they can
give reasons why.
There are rare instances when the saving
throw may automatically succeed or fail.
There are times when the illusion created is
either so perfect or so utterly fantastic as to
be impossible even in a fantasy world. Be
warned, these occasions are very rare and
you should not expect your characters to
benefit from them more than once or twide.
In many encounters, some party members
will believe an illusion while others see
it for what it really is. In these cases, revealing
the truth to those deluded by the spell is
not a simple matter of telling them. The
magic of the spell has seized their minds.
Considered from their point of view, they
see a horrible monster (or whatever) while a
friend is telling them it isn’t real. They know
magic can affect people‘s minds, but whose
mind has been affected in this case? At best,
having an illusion pointed out grants
another saving throw with a +4 bonus.
Illusions do have other limitations. The
caster must maintain a show of reality at all
times when conducting an illusion. (If a squad of low-level fighters is created, the
caster dictates their hits, misses, damage
inflicted, apparent wounds, and so forth,
and the referee decides whether the bounds
of believability have been exceeded.) Maintaining
an illusion normally requires concentration
on the part of the caster,
preventing him from doing other things.
Disturb him and the illusion vanishes.
Illusions are spells of trickery and deceit,
not damage and destruction. Thus, illusions
cannot be used to cause real damage. When
a creature is caught in the blast of an illusionary
fireball or struck by the claws of an
illusionary troll, he thinks he takes damage.
The DM should record the illusionary damage
(but tell the player his character has taken
real damage). If the character takes
enough damage to ”die,” he collapses in a
faint. A system shock roll should be made
for the character. (His mind, believing the
damage to be real, may cause his body to.
cease functioning!) If the character survives,
he regains consciousness after ld3 turns
with his illusionary damage healed. In most
cases, the character quickly realizes that it
was all an illusion.
When an illusion creates a situation of
inescapable death, such as a giant block
dropping from the ceiling, all thotie believing
the illusion must roll for system shock. If
they fail, they die--killed by the sheer terror
of the situation. If they pass, they are
allowed a new saving throw with a +4
bonus. Those who pass recognize the illusion
for what it is. Those who fail faint for
ld3 turns.
Illusions do not enable characters to defy
normal physical laws. A illusionary bridge
cannot support a character who steps on it,
even if he believes the bridge is real. A illusionary
wall does not actually cause a rock
thrown at it to bounce off. However, affected
creatures attempt to simulate the reality
of what they see as much as possible. A
character who falls into an illusionary pit
drops to the ground as if he had fallen. A
character may lean against an illusionary
wall, not realizihg that he isn’t actually putting
his weight on it. If the, same character
were suddenly pushed, he would find himself
falling through the very wall he thought
was solid!
Illusions of creatures do not automatically
behave like those creatures, nor do
they have those creatures’ powers. This
depends on the caster‘s ability and the victim‘
s knowledge of the creatures. Illusionary
creatures fight using the caster’s combat
ability. They take damage and die when
their caster dictates it. An illusory orc could
continue to fight, showing no damage, even
after it had been struck a hundred or a thousand
times. Of course, long before this its
attackers will become suspicious. Illusionary
creatures can have whatever special
abilities the caster can make appear (i.e., a dragon‘s fiery breath or a troll’s regeneration),
but they do not necessarily have
unseen splrial abilities. There is no way a
caster can create the illusion of a basilisk’s
gaze that huns people to stone. However,
these abilities might be manifested through
the fears of the victims. For example, Rath
the fighter meets an illusionary basilisk.
Rath has fought these beasties befare and
knows what they can do. His gaze accidentally
locks with that of the basilisk. Primed
by his own kars, Rath must make a system
shock roll to remain alive. But if Rath had
never seen a basilisk and had no idea that
the creature’s gaze could turn him to stone,
there is no way his mind could merate the
fear necessary-to kill him. Sometimes ignorance
is bliss!