I don't have a problem with the new Invisibility and Greater Invisibility. They were begging for a nerf.
However, I do have a problem with the
image spells. When one character makes a save and tells other characters that it's an illusion, it seriously strains the suspension of disbelief when other people have to make saves to see through them as well. Did they think the first guy was lying?
It suspends disbelief when you swing at a slow and bulky earth elemental, "miss" and you still think it's a real elemental, when the illusion does not replicate the sense of touch.
It doesn't help that "interaction" is not clearly defined. IMC I'm thinking only cold iron weapons should dissipate illusions with Will disbelief saves. Then again, I've only used the defense spells (no saves).
The Spellcraft issue is serious as well, and True Seeing really does nerf the school into oblivion at higher levels.
Epochrpg said:
Also, for Spellcraft, think, DMs, Think! There are certain rolls that the Players should not get to roll-- like hear noise.
Spellcraft checks are really easy to make, even if the players can only hear the verbal components. So, I roll the dice secretly, they make it, and the problem remains.
I suggest illusionists take Silent Spell then
Kaelon Moonshae said:
It kinda surprises me that no one has mentioned the Sleight of Hand skill like the bluff skill was mentioned, or the disguise skill for that matter. All of these skills can help the illusionist and since your primary stat is Int then you should have a lot of those extra skill points.
Alas, there are no game rules on how to use Sleight of Hand to hide spellcasting (not in 3.0, that is) or Bluff to ... do what?
Maybe
ventriloquism needs to be modified to make a spell sound like something else (or just gibberish).