Lanefan
Victoria Rules
Me. And I loved it!You can blame Ben Riggs for waking my memory of this old class.
I never tried this class back in the day so curious?
Whom here has played the 1st edition illusionist?
The main things about playing an Illusionist are that a) you have to be creative as a player and b) the DM has to be reasonable when it comes to opponents' (and your own party's) saving throws. The true illusion spells - Phantasmal Force, Improved PF, and Spectral Force at 1st-2nd-3rd respectively - are your bread and butter; and it's vital to keep in mind what senses each one affects:
PF - vision only. (now called Silent Image, I think)
IPF - vision and sound. (maybe called Minor Image now?)
Spectral - all five senses. (I forget what its modern name is)
Yes, Spectral affects all five senses, which includes touch, which means Spectral can in theory make the victim think they've taken damage! Also, these spells last as long as you can keep concentrating on them (a direct precursor to 5e's concentration mechanic) which gives you lots of time to operate if needed.
But even a simple PF can make a difference and be a lot of fun. One move I remember fondly is when our party was in a dungeon acting as spies/infiltrators. We'd done fine until we got to an open well-lit chamber that we had to sneak across, and the chamber had a bunch of guards taking their ease who couldn't possibly have missed us had we tried to sneak through conventionally.
And so, my Illusionist cast PF and spent about ten minutes very slowly "moving" one wall of the chamber about three feet inwards. Then, the rest of the party crept along behind this illusionary wall to the other side, and kept going.
My Illusionist then slowly "put the wall back" and dropped the spell......and - Wisdom not being her strong suit - only then realized she had managed to cut herself off from the party. Oops.....
Very limited direct damage (UA spells mitigated this a bit) other than by illusion. But even there, all is not lost: one nasty combo I pulled off was, casting in concert with another player's MU, dropping a series of fireballs into a massed cohort of soldiers - every other Fireball was real from the MU, which made my illusionary ones very very believable...How did it differ from a standard Magic user?
However, and here's a serious warning: when playing an Illusionist you have to accept that there's going to be numerous situations and even sometimes entire adventures where your character is probably going to be almost useless; and that's if-when the foes are all undead and-or constructs. Illusions don't work against these most of the time, mostly because they don't have enough brains to be fooled.
The flip side: if the foes are all dumb Orcs and Ogres etc., you can often tell the rest of the party to hold your beer while you take care of the problem...
I tried hard to bring my 1e Illusionist forward into 3e; and while the result was a wonderful character the whole Illusionist thing didn't work out that well despite hyper-specialization in Illusions and dropping Evokations. 3e (and 4e, and 5e) have nerfed a lot of illusion effects into the ground, and also hammered the above-noted illusion spells in terms of range and AoE.Are there any ways to update this concept in a way that reflects the original 1st edition feel?