Helping an Illusionist Shine

Tiew

First Post
Hey, I'm a relatively inexperience DM and I run a small game with a few friends. Recently another of our friends who has wanted to play D&D since highschool (he bought and read all the 2e books) but never had a group has joined us. He's pretty enthusiastic, already bought the core rule books and I believe read them a couple of times. :-)

Here's my problem. He's playing a 10th level illusionist and I'm not sure how to set up situations where he'll get to shine. It's a city adventure so the rogue gets to use his skills plenty. The cleric and his conflicts with his old evil religious order have been central to several plot lines. The fighter has been made the champion of a failing deity because of her merciful tendencies.

In the last game we played they all seemed to overshadow the new guy some. His normal magic ended up being very useful in a battle, but he never got to use illusions effectively. He also didn't have as many opportunities for roleplaying, and I wasn't sure how to draw him out.

Any suggestions for how to draw out new roleplayers or show illusionists ways to do well would be cool. I'm thinking of bringing in an enemy illusionist to do creative things and maybe give him so ideas of how it could be done. Any suggestions would be welcome.

Thanks,

Tiew
 

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Use your Illusion

Illusionists are good for two things - Deception and misdirection. The following fourth and fifth level spells, taken from the SRD spells list, illustrate the point quite well:
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Great for turning a hole into an instant pit trap, or making a quick getaway by going down an alley and suddenly making the alley much shorter for your pursuers.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Using this on the fighter or rogue at the start of battle is a no-brainer.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
But officer, we were all here at the inn the whole time, honest!
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Do you really want to waste time dealing with the minions, while the BBEG is getting away?
Mirage Arcana: As hallucinatory terrain, plus structures.
Nothing to see here, just an abandoned village...
Nightmare: Sends vision dealing 1d10 damage, fatigue.
When the BBEG does get away, it's nice to know he's not getting any rest.
Seeming: Changes appearance of one person per two levels.
Instant party disguise kit. Great for sneaking in without Move Silently rolls.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
20% of a Shout or Ice Storm is better than nothing.

That should give your illusionist a start. Of course, the lower level spells are pretty good too, in the right circumstances. Blur, Mirror Image, and Displacement are all usefull quite often.
 

Tiew said:
Recently another of our friends who has wanted to play D&D since highschool (he bought and read all the 2e books) but never had a group has joined us.

Here's my problem. He's playing a 10th level illusionist
Yes, this is your problem. You should never have a new player join an existing game at higher than 1st level. He wouldn't shine in most roles. Players who don't really understand the power curves need to grow into their characters. At 10th level he has too many things to choose about his character (especially his spells). Had he started at 1st level, he would be less overwhelmed by the myriad of spells.

Personally, I also would have steered the player away from any spellcasting class if possible. Playing spellcasters is an acquired skill. You do it better the more times you do it and the more times you observe others doing it.
 

Part of being an effective illusionist is getting the other PCs to cooperate. The seeming spell is no good if the party always wants to go for a full-frontal assault on the dungeon. ;)

Discuss the matter with your players and help the illusionist gain the cooperation of the other players to use his spells at maximum effectiveness. This might mean that the party will need to adjust its tactics, but it will be operating with a half-strength member anyway if they don't play to the illusionist's strengths.
 

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