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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How do you play an illusionist?
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<blockquote data-quote="steeldragons" data-source="post: 9368068" data-attributes="member: 92511"><p>I loved ye olde AD&D illusionist. I played two. Well, one straight up illusionist, the first one and one of my earliest AD&D characters, a "sorceress" styled human female. She was particularly fond of Wall of Fog and Mirror Image, as I recall. Any chance to make things appear as something else was fun for her: hiding the party from pursuers behind phantasmal cavern walls; making the Fighter look like an orc so they could sneak into a lair; making her horse appear as a raging bulette was helpful to route a group of would-be bandits. She was definitely ye olde MU in the sense of "stay in the back and let the others do the damage" style of play. But she was fun. Wore all red, in the beginning, switched to green at some point (probably after I read Dragonlance). Eventually began a special interest in collecting/finding, and eventually "making" (for her "magical research" monies/time, back then) potions. Gained quite a (beneficial/benevolent) reputation as "the Green Witch of Welford" (a village/town in the setting). </p><p></p><p>And one a gnome illusionist-thief, who presented as a single-classed wizardy guy (something of a know-it-all, really, as related to magic topics). His thieving was essentially limited to the acquisition of magic items to expand his repertoire and solidify his -oft self-proclaimed- title/status as the "Greatest Magician of Gnomes." He was a bit more...abrasive in personality than the human female, above. But still fun. And a great sneak-thief/recon spy - when Invisibility and Disguise Self are half your bread and butter. The cloak of displacement he got (I forget where/how) was of immense benefit.</p><p></p><p>Creativity was key. A knack for trickery/deception is helpful (for playing/part of the character, I mean! Don't be a "tricky" deceptive lying douche in real life. That's bad, m'kay?). Being able to envision your surroundings to be able to use them to your advantage -or have your spells work to your advantage- was also very important...and, I found, fun. </p><p></p><p>A sympathetic (or permissive) DM, who shares your penchant for trickery or creativity and will let you use the spells differently -perhaps not "illegally," but stretch what /wasn't/ specified in the spell description- was also helpful. haha.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 9368068, member: 92511"] I loved ye olde AD&D illusionist. I played two. Well, one straight up illusionist, the first one and one of my earliest AD&D characters, a "sorceress" styled human female. She was particularly fond of Wall of Fog and Mirror Image, as I recall. Any chance to make things appear as something else was fun for her: hiding the party from pursuers behind phantasmal cavern walls; making the Fighter look like an orc so they could sneak into a lair; making her horse appear as a raging bulette was helpful to route a group of would-be bandits. She was definitely ye olde MU in the sense of "stay in the back and let the others do the damage" style of play. But she was fun. Wore all red, in the beginning, switched to green at some point (probably after I read Dragonlance). Eventually began a special interest in collecting/finding, and eventually "making" (for her "magical research" monies/time, back then) potions. Gained quite a (beneficial/benevolent) reputation as "the Green Witch of Welford" (a village/town in the setting). And one a gnome illusionist-thief, who presented as a single-classed wizardy guy (something of a know-it-all, really, as related to magic topics). His thieving was essentially limited to the acquisition of magic items to expand his repertoire and solidify his -oft self-proclaimed- title/status as the "Greatest Magician of Gnomes." He was a bit more...abrasive in personality than the human female, above. But still fun. And a great sneak-thief/recon spy - when Invisibility and Disguise Self are half your bread and butter. The cloak of displacement he got (I forget where/how) was of immense benefit. Creativity was key. A knack for trickery/deception is helpful (for playing/part of the character, I mean! Don't be a "tricky" deceptive lying douche in real life. That's bad, m'kay?). Being able to envision your surroundings to be able to use them to your advantage -or have your spells work to your advantage- was also very important...and, I found, fun. A sympathetic (or permissive) DM, who shares your penchant for trickery or creativity and will let you use the spells differently -perhaps not "illegally," but stretch what /wasn't/ specified in the spell description- was also helpful. haha. [/QUOTE]
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How do you play an illusionist?
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