Elements of Magic - tweak to illusion force spell list

Particle_Man

Explorer
Note: None of this will make any sense unless you have Elements of Magic (which I am very happy with, for the most part). That said, if you do have it, I look forward to your opinions on this possible modification of the Illusion Force spell list (all comments welcome) (Illusion Force is one of two lists designed to give some reality to the illusions, in this case, some actual damage):

Replace what is in EoM with the following.

Illusion Force: Whether you make a creature, a fireball or a pit, the effect is the same, as far as damage goes. Victim(s) gets one will save for no damage (and one extra one if friends yell “its an illusion”), not a will save each round or “hit”. If the illusion is a creature, the caster can make it auto-“hit” the victims of the illusion up to one time each (although if this is beyond what the creature is capable of, that might give a bonus to the saving throw, or even another saving throw in extreme cases – the illusion should “fit” what the caster is making it do). The "Creature" or “Effect” might seem to do damage by multiple means (or multiple attacks) to a single person, and the victim’s mind would interpret it that way, but the damage would come once, or once/round, in actual fact. The damage would affect anything affected by the illusion.

If the will save is failed, the victim takes temporary damage (see below). If the save is made, the victim won't take damage from that spell. Only creatures in the area of effect can be damaged, even if the illusion creature is meant to be capable of ranged attacks/effects that would go outside the area of effect of the spell. I would suggest that all the MP's of the illusion spell lists (not other spell lists, nor general enhancements) used in this spell be used to calculate damage as if spent on the two regular Evoke enhancements (more damage and/or continuing damage) -- the caster can use these MP's either for a one-time deal, or for continuing damage (for example, paying 4 MP for 1d6 each round over a minute a la Evoke, to reflect damage by a creature in combat, for example. The “free” 1d6 from the evoke cantrip doesn’t count here. Other effects (the gaze of a medusa, etc.) cannot be duplicated.

My new idea: Perhaps we could try a concept of temporary hit point damage (the reverse of temporary hit points)? So the damage would auto-“heal” (assuming the victim is not dead) when the spell duration ceases, or if the victim gets and makes an extra will save, but the damage is real in the meantime (but if a heal spell is cast within the duration of the illusion spell, this damage would be healed last, just as with temporary hit points damage is lost first). The temporary damage could be dispelled from the victim by the Dispel skill, just as spells that grant temporary hit points (like Infuse Nature) can be. Note: the temporary damage cannot be intensified! A successful will save on an intensified spell means the illusion is still seen (or whatever) but does not do damage to the victim.

Illusion Force enhancements: Simple (1) Victim(s) takes ½ temporary damage of the corresponding evoke spell (of whatever element the caster chooses (but it should fit the illusion, and no specific elemental side effects beyond ambient can be chosen)) as if points had been spend on evoke equal to the points spent on the illusion lists components, but also as if the victim has made a fort save for that ½ damage (so if there is a benefit from making a fort save, like the mettle ability, she gains that benefit). Note: even for a signature spell, the “element” of damage does not have to be chosen ahead of time. Standard (3) – Victim(s) must make a fort save to take ½ temporary damage – failure results in full temporary damage. Complex (5) – Victim(s), on failing a will save, must make a fort save (vs. full and total MP effect of the entire spell, including all components) or die! (I love my phantasmal killer ). Well ok, actually they only think/sense they are dead/destroyed, so they take full temporary damage, fall prone, go unconscious (if possible), have all senses “turn off” (if they cannot go unconscious), and are out of combat until the spell duration expires (at which point they recover, but are still prone). If the victim succeeds in her fort save, she takes ½ temporary damage.

Note: taking temporary damage might result in real death. If so, the temporary damage does not go away when the spell duration expires, but ambient effects do.

The double save should take the sting out of some of this (note victim does not get the evoke reflex save, nor does the illusionist need to make an evoke ranged attack – the fort save is meant to substitute for these). An evoker would do better (since the damage is permanent, enhancements for specific elements could be chosen, reflex saves tend to be worse, and illusions have that extra will save for no damage at all), but an illusionist gains flexibility in choosing elements. If you think the pseudo-death effect is too great, you could always require the victim to fail the will save (to be affected at all), a fort save (to avoid full damage), and a reflex save (only if the other two fail – this would avoid “death” if made).

Can an illusion with illusion (force) do any damage to objects? I would say likely not, if this stuff requires a will save. Don’t objects always make their will saves? Mind you, the objects might seem to be damaged by the illusion to those who victims who believe the illusion to be real.

idea: For the complex effect, caster must also have at least one other complex enhancement in either illusion nature or one of the four senses (and one which the victim uses) and at least standard enhancements on all of the 1-4 senses which the victims have. (Smell and Taste count as one and the same sense here). Thus one could use Illusion Force 5/Earth 5/Air 3/Water 3/Fire 3, or (if one has the illusion specialist feat) Illusion Force 5/Ice 3 or Force 5/Metal 3. (Using the negative elements to disguise one sensation as another, rather than negating it altogether). This puts the "phantasmal killer" at a bit higher than the 4th level or 7 spell point spell, which seems about right to me.

Suggestion: Unlike with Charm and Compel, complex illusion force enhancement does not affect mindless creatures beyond what a Standard illusion force enhancement would do – but a simple or standard illusion force enhancement would have full effect, since that affects the senses and is partially real. Exception, if one combines the above spell with at least a "moderate effect" fear enhancement from Charm (the Charm spell list keyed to that type of mindless creature), then one could affect mindless creatures of that type.
 

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You had me with you until you introduced Temporary Damage. I can't say I like this idea much. However, the idea of using the MP cost of all Illusion spell lists in a spell to determine Damage dice is a good one. I think RW's idea of tacking Illusion Force onto an Evoke spell to make it illusionary could work, too (though not as well as I'd like.)

However, again, the idea of Temporary damage doesn't rub me right. It's an unnecessary mechanic, seems needlessly overcomplicated, and I think a simpler more elegant solution would be better. Not that I'm attacking you or anything, I realise you're rather fond of your idea.

You're absolutely right about one thing: what can be done with illusion spells needs to be explained more thoroughly. I think you've got some good ideas, but I don't agree with them all. For instance, while it could work, attaching Illusion spells to Evoke or Summon spells strikes me as a bad idea. You need to take TONS of spell lists to be a good illusionist, and taking additional lists ontop of that, just to be an illusionist, is unnecessary. It weakens the build, and makes them dependant on too many spell lists to be viable and adaptable. With nothing but illusion spells you should be able to cause damage. I like RW's idea to make a "deal Damage" enhancement to Illusion Force- Great Idea, simple, and workable.

Sorry to sound so negative. I'm pleased you're addresing the topic, and being as thorough as you are, I just don't care for all of your solutions. Sorry I don't have much to add but criticism. Hope it's constructive.

- Kemrain the Scared of Offending...
 

Not to worry, I have no problems with criticisms of ideas, so long as they are not criticisms of persons: [Checks carefully to make certain my mother was not insulted] Nope, I've got no problems with your criticisms. :)

That said, I will try to clarify my idea a little. I wasn't saying that the illusionist would have to learn Evoke lists or Summon lists. Rather, the illusionist would get the temporary damage *as if* she had poured the MP's she spent on illusion components, instead, into evoke components that she does not know. So she would calculate the damage (continuing or not) as if using those evoke enhancements, but would not need to know a single evoke spell. The illusionist would need to learn Charm if she wanted to get spells to affect critters that are mindless (using that lovely "Charm works vs. mindless critters" loophole as a component, I was thinking).

Yeah, I was worried about introducing a new mechanic (temporary damage). I was trying to make it as close to temporary hit points as possible (if you like, they could be thought of as temporary anti-hp), to soften the blow. The trouble is, if I use "real" damage, I am in danger of making either evocation/summon spells obsolete, or making illusion spells that do "real" damage pointless (after all, why not simply be an evoker?). If I use "nonlethal" damage, I am stepping on the toes of a specific evoke spell that covers that already. So necessity became the mother of invention. Or perhaps reinvention: oddly enough, it does fit in with some early D&D campaigns I have been in (where after the fight is over, the damage you took from illusiory, but believed, monsters/effects was actually painful/damaging, but eventually "went away" as if it had never been), and "instant death" illusion effects equalled unconsciousness. (Am I thinking Basic D&D here? Where is Diaglo when you need him?) :)

In defence of temporary damage, if the DM wishes, she could keep track of this damage and not tell the player it is temporary (assuming the player does not suspect an illusion). This might require the DM to ask the player to roll a will save w/o saying why, or else to just roll the player's will save, however. Thus sneaky DM's can continue to be sneaky. :)

I was also toying with the idea of the "death" effect effectivly "costing" xd6 of the damage that was done (similar to the Heal spells "costing" xd6 healing with their various enhancements). (I am trying to get as close to Phantasmal Killer as I can, here, while realizing that EoM tries to give up some power for flexibility). But as it stands, a fort save vs. the specialist's 8 MP "death" effect would net 4d6 DA, which isn't that different from the 3d6 DA of the SRD for PK.

Anyhow, thank you for your comments.

Kemrain said:
the idea of Temporary damage doesn't rub me right. It's an unnecessary mechanic, seems needlessly overcomplicated, and I think a simpler more elegant solution would be better. Not that I'm attacking you or anything, I realise you're rather fond of your idea.

attaching Illusion spells to Evoke or Summon spells strikes me as a bad idea. You need to take TONS of spell lists to be a good illusionist, and taking additional lists ontop of that, just to be an illusionist, is unnecessary. It weakens the build, and makes them dependant on too many spell lists to be viable and adaptable. With nothing but illusion spells you should be able to cause damage. I like RW's idea to make a "deal Damage" enhancement to Illusion Force- Great Idea, simple, and workable.

Sorry to sound so negative. I'm pleased you're addresing the topic, and being as thorough as you are, I just don't care for all of your solutions. Sorry I don't have much to add but criticism. Hope it's constructive.

- Kemrain the Scared of Offending...
 

How about this? I'll have to finagle around with guidelines for how easy it is to disbelieve based on what elements you use in the illusion, but for Illusion Force:

Illusion Force lets the spell do damage. If the creature fails its save, for each MP spent on non-Force illusion lists for this spell, it takes 1d6 damage for a simple Illusion Force, 2d6 for standard Illusion Force, and either 4d6 or 1d6 per round for complex Illusion Force. If the creature succeeds its save, it takes no damage. If the creature is hurt, then later disbelieves, the damage remains, but it can’t be hurt anymore. Maybe make the damage be nonlethal, though, so it fades soon after the illusion ends.

An illusion of a creature can attack anyone within 5 ft. of it, acts on the mage’s turn, and can choose to divide its attacks. So if the illusion is doing 8d6 per round, you could have it hit eight people each for 1d6, or two for 3d6 and 5d6, or one for 8d6.


So, how does this sound? An Illusion Specialist (who really is the only sort of person who ought to be using Illusion Force anyway) could cast a spell with two complex enhancements (Force and Life), and get free standard enhancements with a lot of other Illusion spell lists. If he knew Illusion Fire, Illusion Air, Illusion Water, Illusion Earth, Illusion Force, and Illusion Life, he could create an illusion of a vicious drow warrior.

Illusion Force 5/Illusion Life 5/Gen 1. This gets him a free standard fire, air, water, and earth, so the illusion is very convincing, if somewhat bland. The illusion acts on its own, and if a person fails his save, it can attack for 20d6 once (akin to a phantasmal killer), or once per round for 5d6. You’d have to make a Will save (DC 15 + caster’s Cha) each time you’re hit to disbelieve.

I’ll think some more about this, and try different builds. Combining the normal spell lists is easy to adjudicate, but the weird ones are, well, weird. And possibly broken. Normally, you have to feel something for it to hurt, but do you need Illusion Earth to create a tactile sensation in order to have Illusion Force? Or could you describe an illusory fireball bursting around you, not hurting, but you suddenly feel your flesh seared and dangling from your bones? Strange.


What happens if you have the Illusion Specialist feat, and you cast:

Sphere of Doom
Illusion Force 5/Ice 4/Lightning 1/Lava 1/Ooze 1/Nature 5/Gen 3
Total MP: 20
Range: Short (30 ft.)
Area: 20-ft. radius
Duration: One minute
You create an illusion of a huge wall of steel that is coated with intense flames, surrounding targets in the area of effect. You use the Illusion Specialist feat to get free standard illusions for visual, audible, olfactory, and tactile. The wall is semi-solid and cannot be passed through. Everyone in the area of effect must make a Will save (DC 20 + caster’s Cha) each round to disbelieve. Those who have not yet disbelieved take 12d6 points of nonlethal damage. Even if they disbelieve, they cannot actually see through the illusion, as it is too convincing.


Is that broken? Compared to a 20-MP Evoke spell, that spell could do 17d6 real damage against everyone in the same area of effect, but only once. However, against a 20th level party, most people will manage to succeed their Will save after 2 or 3 rounds, especially if someone shouts that it’s an illusion (which grants others a +4 bonus to their saves), and some will win it in the first round.

Maybe the damage needs to be toned down just a little bit, or maybe damage needs to go away as soon as the spell ends or is disbelieved, but I don’t like the flavor of that.
 

Here's an option if you want to tone it down.

Maybe have the damage stick around (if you don't like fading, temporary damage), but be non-lethal, but add an enhancement that "costs" xd6 of the damage, but makes the damage lethal. Instead of costing xd6 damage, perhaps have it cost Y MP as an enhancement but have it "not count" in the MP total for what damage is dealt. That would tone it down, leaving an option of doing damage (albeit less damage) to those immune to non-lethal effects.

As for the necessity of "tactile" sensations, well it partially depends on the nature of the attack (a "sonic" attack or a "light ray" attack would not require tactile, but would require audio or visual. I wonder if a "stench" could actually do damage. I wonder if I should stop giving Hong free straight lines like that). :) On the other hand, you could simply bypass (or give an option of bypassing) the specific sensory requirement by putting in Illusion Nature, which is meant to combine the senses and give a wee bit of reality (so Illusion Force could be conjoined with Illusion Nature).

Your idea does have merit, and gives the various audio-component illusion lists a "leg up" over Create Sound, at least when combined with ILlusion force. (Normally, I see no point in using the audio illusions when one knows the create sound list, except with respect to your above idea and the Illusion Specialist feat).

I guess I am not selling anyone on my temporary damage idea. I would like to ask if anyone has mechanical/balance problems with it, or is it purely a "feel" thing that makes them reject it. [I wonder if people reacted like this when temporary hp were first introduced]. Personally, I think it solves a lot of problems (how a spell can be worth casting in some situations, without stepping on the evoker's toes), and it only adds one box to the character sheet (so the character would have max. hp, wounds, temporary hp, and temporary damage). One way to simplify is to have temporary damage and temporary hp negate each other (so temporary hp negated by temporary damage does not return once the illusion is disbelieved, even if an aid spell is still in effect). This would keep the bookkeeping down. You still don't like it? Oh well... [Particle_Man waves good-bye to his temporary damage idea, as it drifts away on its ice floe] :)

As for your sphere of doom, I guess the question is how does it measure up to other 9th (well actually effectively 10th) level spells. I think (assuming you don't go for temporary damage) that if you leave the damage as non-lethal (with an expensive option to make it normal damage), the evoker's toes will not be stepped on. Well, except that evoker that uses the evoke list that does non-lethal damage anyhow. Whaddayagonnado? :)

RangerWickett said:
Illusion Force lets the spell do damage. If the creature fails its save, for each MP spent on non-Force illusion lists for this spell, it takes 1d6 damage for a simple Illusion Force, 2d6 for standard Illusion Force, and either 4d6 or 1d6 per round for complex Illusion Force. If the creature succeeds its save, it takes no damage. If the creature is hurt, then later disbelieves, the damage remains, but it can’t be hurt anymore. Maybe make the damage be nonlethal, though, so it fades soon after the illusion ends.


I’ll think some more about this, and try different builds. Combining the normal spell lists is easy to adjudicate, but the weird ones are, well, weird. And possibly broken. Normally, you have to feel something for it to hurt, but do you need Illusion Earth to create a tactile sensation in order to have Illusion Force? Or could you describe an illusory fireball bursting around you, not hurting, but you suddenly feel your flesh seared and dangling from your bones? Strange.


Maybe the damage needs to be toned down just a little bit, or maybe damage needs to go away as soon as the spell ends or is disbelieved, but I don’t like the flavor of that.
 

Illusion Force

The good news is that I think both ideas have merit :)

I like the idea of temp hp damage, as it does reflect some of the mechanics of earlier versions and does not step on any other list while giving the dedicated Illusionists a card to play. However, it does take up some more book-keeping and I much prefer keeping that to a minimum.

I like the idea of a flat damage, altho I think it needs to be non-lethal in order to avoid being another Evoke. I don't think this steps on Evoke Life list much as it is more expensive to get damage via illusions than via Evoke.
 

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