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Illusionist - is it as weak as it seems?
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<blockquote data-quote="cormanthor" data-source="post: 6523287" data-attributes="member: 62464"><p>Due to the "no damage" rule, it can't possibly <em>be</em> real. If I made a club real, should it not do 1d4 damage if I whack you with it? And since it can't be solid enough to hurt, I would think that Truesight should still see it for what it is.</p><p></p><p>I have accepted both the Improved Minor Illusion and Illusory Self abilities as written. However, I've opted for the following changes to take some of the "suck" out of illusionists in my campaign:</p><p>6[SUP]th[/SUP] level ---</p><p><strong>Potent Illusions</strong></p><p>Starting at 6th level, <span style="color: #FF0000">when you cast any illusion spell, it also has a tangible element to it. If not already in the spell description, your illusions are real enough to be touched, but any violent or heavy force will pass through it like the surface tension of water. While you could drag an illusory chair away from the table, sitting in it will land you on your rear.</span></p><p><span style="color: #FF0000">In addition, </span>when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.</p><p>14[SUP]th[/SUP] level ---</p><p><strong>Illusory Reality</strong></p><p>By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.</p><p><span style="color: #FF0000">If the object strikes a creature, as say a falling stone might, the object can't deal more than 3d8 damage (increasing to 4d8 damage at 17th level).</span></p><p><span style="color: #FF0000">Your illusions are so realistic and engaging that any saving throws against them have disadvantage on the roll.</span></p><p></p><p>I feel that the 6th level ability modifications do not greatly improve the perceived "power" of the illusionist, save for the effect it will have on creatures with blindsight. It does, however, mean that his illusions won't be auto-disbelieved by the entire enemy force at once. (and the chair trick is even funnier when you touched it!)</p><p>As for the 14th level ability modifications, I bumped up the power a few notches. First, lets make "real" really <em>real</em>. Truesight would be affected without question. I allowed damage commensurate with a mid-power cantrip (I used <em>shocking grasp</em> in this case), since that can't be too much in the grand scheme of things. I will have to adjudicate a lot of below-max damage, but the weapons chart and some common sense ought to get me through. I capped it since we had a bad habit in old 2nd Edition games of dropping an Instant Fortress on our enemies to good effect.</p><p>The last line there really helps the illusionist maintain his worth through 20th level.</p><p></p><p>I welcome any constructive/creative feedback on these changes to my campaign world.</p></blockquote><p></p>
[QUOTE="cormanthor, post: 6523287, member: 62464"] Due to the "no damage" rule, it can't possibly [I]be[/I] real. If I made a club real, should it not do 1d4 damage if I whack you with it? And since it can't be solid enough to hurt, I would think that Truesight should still see it for what it is. I have accepted both the Improved Minor Illusion and Illusory Self abilities as written. However, I've opted for the following changes to take some of the "suck" out of illusionists in my campaign: 6[SUP]th[/SUP] level --- [B]Potent Illusions[/B] Starting at 6th level, [COLOR="#FF0000"]when you cast any illusion spell, it also has a tangible element to it. If not already in the spell description, your illusions are real enough to be touched, but any violent or heavy force will pass through it like the surface tension of water. While you could drag an illusory chair away from the table, sitting in it will land you on your rear. In addition, [/COLOR]when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion. 14[SUP]th[/SUP] level --- [B]Illusory Reality[/B] By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. [COLOR="#FF0000"]If the object strikes a creature, as say a falling stone might, the object can't deal more than 3d8 damage (increasing to 4d8 damage at 17th level). Your illusions are so realistic and engaging that any saving throws against them have disadvantage on the roll.[/COLOR] I feel that the 6th level ability modifications do not greatly improve the perceived "power" of the illusionist, save for the effect it will have on creatures with blindsight. It does, however, mean that his illusions won't be auto-disbelieved by the entire enemy force at once. (and the chair trick is even funnier when you touched it!) As for the 14th level ability modifications, I bumped up the power a few notches. First, lets make "real" really [I]real[/I]. Truesight would be affected without question. I allowed damage commensurate with a mid-power cantrip (I used [I]shocking grasp[/I] in this case), since that can't be too much in the grand scheme of things. I will have to adjudicate a lot of below-max damage, but the weapons chart and some common sense ought to get me through. I capped it since we had a bad habit in old 2nd Edition games of dropping an Instant Fortress on our enemies to good effect. The last line there really helps the illusionist maintain his worth through 20th level. I welcome any constructive/creative feedback on these changes to my campaign world. [/QUOTE]
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