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*Pathfinder & Starfinder
Detect Magic and Illusion Spells
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<blockquote data-quote="Jack Simth" data-source="post: 3512108" data-attributes="member: 29252"><p>Yeah. But then it's no longer Detect Magic that's breaking the illusions, and you've effectively countered the spell. Ye Olde 10-foot pole does the same thing if you're rubbing it along the walls anyway and there's only a single illusory section. </p><p></p><p>Oh, and you're rubbing it on the floor, and the cieling, and several sections of the same wall (low wall), and they totally miss the door that's flush with the wall....</p><p></p><p>The point of the excersize of spamming the illusion is force them to not treat any particular section as special, called out by the fact that there's illusion magic there of a sufficient strength to hide something important.</p><p></p><p>It's pricy (but as traps have their own, seperate CR, it doesn't affect the CR of the BBEG, and so you can, as a DM, spend the xp on the trap at no cost - other than giving the PC's experience for overcoming it), but what's really fun is illusions of pits to go with illusions of floors - Permanencied Invisibility will do the job quite nicely, as Invisibility can targets objects, and be made permanent on objects. Dig a pit, put invisible flooring over it (or better, you get a 20x20 pit, with an invisible 5x15 bridge on one side; or even an invisible 5x10 platform on one side). You put the illusion of solid ground over the "far" half (with "far" being defined by which direction invaders - or adventurers - will be coming from), have an invisible platform that actually needs to be hit to cross (*safely*), and cover the entire area with some amount of illusion - empty air (you're not covering anything) for no other reason than to have the entire section radiate illusion magic. A few easy five-foot jumps if you know where the platform's hiding, an apparently moderate 10 foot jump if you don't know about the far side illusion, and a difficult 20 foot jump if you need to be on the "safe side" of things.</p><p></p><p>Of course, traps are best when used in conjunction with something else - a scattering of small traps - even just 10 foot covered pits, 1d6 damage - in the BBEG's lair work wonders for tactical manuevers. Simply because they prevent people from closing freely.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 3512108, member: 29252"] Yeah. But then it's no longer Detect Magic that's breaking the illusions, and you've effectively countered the spell. Ye Olde 10-foot pole does the same thing if you're rubbing it along the walls anyway and there's only a single illusory section. Oh, and you're rubbing it on the floor, and the cieling, and several sections of the same wall (low wall), and they totally miss the door that's flush with the wall.... The point of the excersize of spamming the illusion is force them to not treat any particular section as special, called out by the fact that there's illusion magic there of a sufficient strength to hide something important. It's pricy (but as traps have their own, seperate CR, it doesn't affect the CR of the BBEG, and so you can, as a DM, spend the xp on the trap at no cost - other than giving the PC's experience for overcoming it), but what's really fun is illusions of pits to go with illusions of floors - Permanencied Invisibility will do the job quite nicely, as Invisibility can targets objects, and be made permanent on objects. Dig a pit, put invisible flooring over it (or better, you get a 20x20 pit, with an invisible 5x15 bridge on one side; or even an invisible 5x10 platform on one side). You put the illusion of solid ground over the "far" half (with "far" being defined by which direction invaders - or adventurers - will be coming from), have an invisible platform that actually needs to be hit to cross (*safely*), and cover the entire area with some amount of illusion - empty air (you're not covering anything) for no other reason than to have the entire section radiate illusion magic. A few easy five-foot jumps if you know where the platform's hiding, an apparently moderate 10 foot jump if you don't know about the far side illusion, and a difficult 20 foot jump if you need to be on the "safe side" of things. Of course, traps are best when used in conjunction with something else - a scattering of small traps - even just 10 foot covered pits, 1d6 damage - in the BBEG's lair work wonders for tactical manuevers. Simply because they prevent people from closing freely. [/QUOTE]
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