Alter Reality Question

Particle_Man

Explorer
In Legends and Lairs: School of Illusion,
(a book I like) there is a 9th level spell called Alter Reality that basically gives 80% shadow reality to all illusions in a one mile radius, for a limited duration (sort of like shadow evocation or shadow conjuration). This applies to "old" illusions that were there before Alter Reality was cast, and "new" illusions that occur after Alter Reality is cast.

Unfortunately, not much else in the way of crunchy detail is given with this spell. What are some fair guidelines for determining what illusions can or cannot be given shadow reality, what affect it would have on phantasms, for instance (the spell says that all can see phantasms, but that's all it says). Also, how to adjudicate an Alter Reality cast in an area in which a Silent/Minor/Major Image of a Solar is operating, etc.

Touble is, I really like illusionists, so I am worried that I may be too generous (or overcompensate and be too stingy). What are some good, game-balance guidelines that I should apply to this spell?

(I have no idea whether this should be in the Rules forum or the House Rules forum...I am trying to figure out what the rules on this spell ARE, so I opted for this forum).

I welcome input from anyone, and particularly from those who have read the book in question.
 

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anyone? anyone?

Hmmm...no reply yet...

1) Would it help if I posted this to a different forum? Which one would be appropriate?

2) Would it be ok or a terrible no-no to post the spell Alter Reality in its entirety? I understand the need for clarity to give a fair analysis of the spell, but I don't want to break any rules if I can help it.

3) I have broken down the types of spells that Alter Reality MIGHT affect (imho) into groups. Maybe people can help answer part of the question, if not all of it:

a) Plain old figments (Silent Image, Minor Image, etc.).

b) Phantasms (Phantasmal Killer, Dream, etc.)

c) Simulacrum (does it go up to 80% hp, memories, etc.?)

d) Copies of you. (Mirror Image, Mislead)
(does the created figment of you gain reality? Is this a cheap form of project image, if so?)

e) Shadow spells (this one seems easiest. Just bump up the percentages of reality to 80%).

My current theory is to say that in case a), there is an affect only if the illusion is of something replicable by an evocation or conjuration spell at least one level lower than the illusion. Although an argument could be made for allowing duplicated spells to be equal in level to the illusion (since Alter Reality is a 9th level spell, and one has to cast another illusion spell to have Alter Reality "do" anything).

In case b), I am torn. But I think it would be too powerful to give a phantasmal killer an 80% chance to kill you (fort save or die), even if you make the will save.

c) Seems easy enough. Although maybe only give it the hp boost, as it gaining/losing your memories and abilities might be too complicated.

d) Huge headache! Do they just get hp? Do they get nothing? Can they cast spells? Can you cast spells through them? Do 'their' spells, when cast, subtract from your spells castable per day?

Anyhow, your thoughts? For the record, Alter Reality was once the name of a 1st edition 7th level illusionist spell (back then, illusionists could not cast 8th or 9th level spells at all). Back then, it duplicated Limited Wish, but one had to cast an illusion (like major image) of what one wished for. This current model is a 9th level spell, and seems like a "spell-buff" spell. I like the concept, although it runs into adjudication problems (hence this post).
 


This is the best forum for this sort of question, you've just gotten shafted on replies so far. ;)

Not having the book nor having seen the spell in question, I'll endeavor to give some answers:

First, posting the spell here would indeed be a no-no, unless it was OGC. Then you could post it here (save for product identity parts) as long as you also posted a properly-cited copy of the OGL as well.

As to the spell itself, my thoughts on it are as such: The spell seems, to sum it up, to change all spells of the Illusion school so that they have the Shadow subtype, regardless of what their normal subtype would be. This seems to be the most correct way since the spell mentions that this would make all Illusion spells that were formerly Phantasms, for example, into something viewable by anyone.

That said, the best way to try and adjudicate what would probably happen is to look at each Illusion subtype and see what would be different by shifting it to Shadow with 80% reality. Shadow Conjuration and Shadow Evocation, as you noted, are probably the best ways to go about this.

Figments: A Figment that is changed to a Shadow Illusion spell changes from being just a trick of the light (or sound, or whatever), to being mostly real. A Figment of a creature should follow the guidelines in Shadow Conjuration, but bump it up to 80% (four-fifths) instead of the normal 20% (one-fifth). A Figment still wouldn't be able to speak unless the spell specifically says it could though, I think.

Glamer: Glamers probably wouldn't be affected so much. An Invisibility is still Invisibility, and isn't 80% likely to make the character vanish. It may, however, allow a 20% chance for people interacting with the person who is invisible to see through the invisibility, since he's not 100% really invisible, just 80% so. In this case, it would actually be weaking the spell (though this could be very open to interpretation on how its done).

Pattern: I don't see many changes to this one.

Phantasm: The spell notes that everyone can now view a phantasm. The creature goes from being a personalized illusion to one that exists for everyone. Follow the usual Shadow Conjuration guidelines here for whatever it is.

Shadow: Just increase the percent-reality to 80%.

On to the more specific questions:

a) See above. I think they'd be able to make sounds and such if they could move, given that they're mostly real, but remember the caveat on speaking.

b) see above. For a Phantasmal Killer, the way I'd handle it is first the character would make the Will save to disbelieve, however, if it succeeds, then the Killer does not disappear. Rather, the character must then have to make the Fort save. If the character succeeds, he takes 80% of 3d6 damage. If he fails, he then has an 80% chance of dying from fear. Note that if the character fails to make the disbelief save, it works as normal. If that seems too powerful, remember that this is a normal "save or die" spell, bumped up under the hefty effects of a ninth-level spell, so it should be powerful. The scary thing to consider is that then the Killer would, quite possibly, remain, since its mostly real, and go around attacking other people to try and kill them! Everyone would be able to see it moving along, though I imagine everyone would see something different (their worst fear).

c) just raise it to 80%

d) Copies of you gain 80% reality. I'd treat these just like simulacrums.

e) see above.
 
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