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<blockquote data-quote="Lanefan" data-source="post: 5531839" data-attributes="member: 29398"><p>You're going to run into a serious headache with illusions unless you allow them to cause damage (and why wouldn't you?). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Say I'm casting an illusion of a large boulder, and I choose the two senses it affects to be sight and touch. You look at the rock or touch the rock, it seems real (assuming a failed save). So far so good, right?</p><p></p><p>Now let's say I place that same illusion 10' above your head, falling fast. It affects touch, thus if you fail your save vs. the illusion it's gonna bloody well hurt when it lands on you! At least, you'll think it hurts; and that's the whole idea.</p><p></p><p>Or a less extreme example: say I've cast an illusion of a wall where a wall might logically be expected to be. It affects sight and touch, and lets' say sound as well; you fail your save and thus believe the wall is real. As far as I'm concerned, if for some reason you then take your fist to said wall your knuckles should feel like you just punched a wall.</p><p></p><p>In short, touch illusions should be able to inflict psychosomatic (sp?) pain.</p><p></p><p>Something else you don't mention is how much control I have over an illusion once it's cast. Can I concentrate on it and have it do things, or does it have to remain stationary once cast? (one of my favourite illusionist tricks is to cast an illusion on a wall of a wall that looks the same as what's already there, then <u>very</u> slowly move the illusionary wall out a few feet so the rest of the party could sneak along behind it unseen; then <u>very</u> slowly move the illusionary wall back into place and drop the illusion, with the whole process taking maybe 15 minutes of concentration)</p><p></p><p>Lan-"fool me once, shame on you; fool me twice, you're an illusionist"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5531839, member: 29398"] You're going to run into a serious headache with illusions unless you allow them to cause damage (and why wouldn't you?). :) Say I'm casting an illusion of a large boulder, and I choose the two senses it affects to be sight and touch. You look at the rock or touch the rock, it seems real (assuming a failed save). So far so good, right? Now let's say I place that same illusion 10' above your head, falling fast. It affects touch, thus if you fail your save vs. the illusion it's gonna bloody well hurt when it lands on you! At least, you'll think it hurts; and that's the whole idea. Or a less extreme example: say I've cast an illusion of a wall where a wall might logically be expected to be. It affects sight and touch, and lets' say sound as well; you fail your save and thus believe the wall is real. As far as I'm concerned, if for some reason you then take your fist to said wall your knuckles should feel like you just punched a wall. In short, touch illusions should be able to inflict psychosomatic (sp?) pain. Something else you don't mention is how much control I have over an illusion once it's cast. Can I concentrate on it and have it do things, or does it have to remain stationary once cast? (one of my favourite illusionist tricks is to cast an illusion on a wall of a wall that looks the same as what's already there, then [U]very[/U] slowly move the illusionary wall out a few feet so the rest of the party could sneak along behind it unseen; then [U]very[/U] slowly move the illusionary wall back into place and drop the illusion, with the whole process taking maybe 15 minutes of concentration) Lan-"fool me once, shame on you; fool me twice, you're an illusionist"-efan [/QUOTE]
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