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Illusionists better in 2024
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<blockquote data-quote="TheSword" data-source="post: 9448399" data-attributes="member: 6879661"><p>[Edit: I’ve added some useful non-illusion spell interactions]</p><p></p><p><strong><u><span style="font-size: 26px">Changes to Illusion Spells</span></u></strong></p><p></p><p>I thought I’d also do a direct comparison of illusion spells alphabetically. A lot more changes than I would have expected. Mostly minor tweaks but there are some very cool upgrades. Permanent major illusion for a 4th level spell! Colour spray isn’t limited by hp. Phantasmal killer much improved. Lots to think about here.</p><p></p><p>Blur (level 2): Can now be cast without components by an Illusionist.</p><p></p><p>Colour Spray (level 1): Now affects any number of creatures with a failed Con save - no rolling for hp. No more upcasting needed.</p><p></p><p>Creation (level 5): No longer needs a piece of the thing you’re creating.</p><p></p><p>Dancing Lights (Cantrip): No change.</p><p></p><p>Disguise Self (Level 1): No change</p><p></p><p>Dream (Level 5): Simpler material component needed (just sand). Though you can’t use a body part to force the saving throw at advantage.</p><p></p><p>Fear (Level 3): No change</p><p></p><p>Greater Invisibility (Level 4): No change, other than hidden condition.</p><p></p><p>Hallucinatory Terrain (Level 4): The spell explicitly states that studying the illusion requires an action.</p><p></p><p>Hypnotic Pattern (Level 3): Incapacitated condition now breaks concentration and causes disadvantage on initiative.</p><p></p><p>Illusory Script (Level 1): No change</p><p></p><p>Invisibility (Level 2): No change, other than hidden condition.</p><p></p><p>Magic Mouth (Level 2): No change</p><p></p><p>Major Illusion (Level 3): Upcasting to a permanent illusion only requires level 4 not level 6 slots.</p><p></p><p>Minor Illusion (Cantrip): No change, but illusionists can cast this as a bonus action and can combine sound and images.</p><p></p><p>Mirage Arcana (Level 7): No change.</p><p></p><p>Mirror Image: (Level 2): Images only at risk if the caster is struck. Instead of a d20 roll of 6+/8+/11+ you now roll a die for each image and on a 3+ it blocks the attack and is destroyed.</p><p></p><p>Mislead: (Level 5): No change</p><p></p><p>Nystals Magical Aura (Level 1): No change</p><p></p><p>Phantasmal Force (Level 2): Now deals 2d8 damage per round instead of 1d6.</p><p></p><p>Phantasmal Killer (Level 4): Instead of frightened the target now has disadvantage on all ability checks and attacks. A successful save also no still does half damage.</p><p></p><p>Phantom Steed (Level 3): No change</p><p></p><p>Programmed Illusion (Level 6): No change.</p><p></p><p>Project Image (Level 6): No change</p><p></p><p>Seeming (Level 5): No change</p><p></p><p>Silence (Level 2): No change, though an illusionist no longer requires verbal components to cast illusion spells.</p><p></p><p>Silent Image (Level 1): No change</p><p></p><p>Simulacrum (Level 7): Original may now stay within 10ft not just touch for the casting. The simulacrum can no longer take short or long rests, but could in theory regain spell slots some other way. The restriction against learning is also removed. It can no longer cast the simulacrum spell. (About time)</p><p></p><p>Weird (Level 9): Damage is now 10d10 immediately instead of 4d10 at the end of a targets round and on a successful save they still take half damage. 5d10 ongoing damage instead of 4d10.</p><p></p><p><strong><u><span style="font-size: 26px">Other Useful Spells</span></u></strong></p><p></p><p>There are a few non illusion spells that I think work really well alongside illusions. They’re natural pairings - like red wine and cheese. Particularly when it comes to one of the restrictions of illusions that they generally just appear so if your targets are already present they can be naturally suspicious.</p><p></p><p><strong>Prestidigitation</strong>: Simple enhancements that can add smell or tactile senses to your simple illusions. I’m combination you can create an image with sound and another sense as often as you like. Also useful to add puffs of smoke or sparks to your illusions appearing.</p><p></p><p><strong>Fog cloud</strong>: The magical of equivalent of lights down on a stage performance. With a wide area it lets you reset the room with your illusions. Remember that concentration is broken as soon as you start to cast another spell so harder to mask a concentration illusion. Lots of illusions don’t require concentration though. Don’t forget it only requires a 4th level slot now to make a major image last until dispelled without needing concentration.</p><p></p><p><strong>Suggestion</strong>: Don’t wait for folks to question your illusions - make them take action in response to them with this spell.</p><p></p><p><strong>Banishment</strong>: Send a creature into the mirror realm! Either make a creature disappear then bring back an illusion of them which you are in control of. Play on the fact that the subject pops back into sight. Or reset the scene while the target is banished. Also useful to get rid of those pesky creatures with blindsight or even worse truesight that can really mess up your plans.</p><p></p><p><strong>Dispel Magic</strong>: There are spells like see invisibility and true sight that are not your friend. Deal with them.</p><p></p><p><strong>Various Summon spells</strong>: Used judiciously your foes won’t know which creatures are real and which illusory.</p><p></p><p><strong>Mage hand</strong>: Illusions can’t interact with objects so give them a helping hand. The illusion of you fleeing down a corridor is greatly improved when you open a physical door to do so.</p><p></p><p><strong>Light</strong>: Illusions won’t generate light so if your illusion sheds light then you’ll need to assist. Luckily this spell lasts a long time.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9448399, member: 6879661"] [Edit: I’ve added some useful non-illusion spell interactions] [B][U][SIZE=7]Changes to Illusion Spells[/SIZE][/U][/B] I thought I’d also do a direct comparison of illusion spells alphabetically. A lot more changes than I would have expected. Mostly minor tweaks but there are some very cool upgrades. Permanent major illusion for a 4th level spell! Colour spray isn’t limited by hp. Phantasmal killer much improved. Lots to think about here. Blur (level 2): Can now be cast without components by an Illusionist. Colour Spray (level 1): Now affects any number of creatures with a failed Con save - no rolling for hp. No more upcasting needed. Creation (level 5): No longer needs a piece of the thing you’re creating. Dancing Lights (Cantrip): No change. Disguise Self (Level 1): No change Dream (Level 5): Simpler material component needed (just sand). Though you can’t use a body part to force the saving throw at advantage. Fear (Level 3): No change Greater Invisibility (Level 4): No change, other than hidden condition. Hallucinatory Terrain (Level 4): The spell explicitly states that studying the illusion requires an action. Hypnotic Pattern (Level 3): Incapacitated condition now breaks concentration and causes disadvantage on initiative. Illusory Script (Level 1): No change Invisibility (Level 2): No change, other than hidden condition. Magic Mouth (Level 2): No change Major Illusion (Level 3): Upcasting to a permanent illusion only requires level 4 not level 6 slots. Minor Illusion (Cantrip): No change, but illusionists can cast this as a bonus action and can combine sound and images. Mirage Arcana (Level 7): No change. Mirror Image: (Level 2): Images only at risk if the caster is struck. Instead of a d20 roll of 6+/8+/11+ you now roll a die for each image and on a 3+ it blocks the attack and is destroyed. Mislead: (Level 5): No change Nystals Magical Aura (Level 1): No change Phantasmal Force (Level 2): Now deals 2d8 damage per round instead of 1d6. Phantasmal Killer (Level 4): Instead of frightened the target now has disadvantage on all ability checks and attacks. A successful save also no still does half damage. Phantom Steed (Level 3): No change Programmed Illusion (Level 6): No change. Project Image (Level 6): No change Seeming (Level 5): No change Silence (Level 2): No change, though an illusionist no longer requires verbal components to cast illusion spells. Silent Image (Level 1): No change Simulacrum (Level 7): Original may now stay within 10ft not just touch for the casting. The simulacrum can no longer take short or long rests, but could in theory regain spell slots some other way. The restriction against learning is also removed. It can no longer cast the simulacrum spell. (About time) Weird (Level 9): Damage is now 10d10 immediately instead of 4d10 at the end of a targets round and on a successful save they still take half damage. 5d10 ongoing damage instead of 4d10. [B][U][SIZE=7]Other Useful Spells[/SIZE][/U][/B] There are a few non illusion spells that I think work really well alongside illusions. They’re natural pairings - like red wine and cheese. Particularly when it comes to one of the restrictions of illusions that they generally just appear so if your targets are already present they can be naturally suspicious. [B]Prestidigitation[/B]: Simple enhancements that can add smell or tactile senses to your simple illusions. I’m combination you can create an image with sound and another sense as often as you like. Also useful to add puffs of smoke or sparks to your illusions appearing. [B]Fog cloud[/B]: The magical of equivalent of lights down on a stage performance. With a wide area it lets you reset the room with your illusions. Remember that concentration is broken as soon as you start to cast another spell so harder to mask a concentration illusion. Lots of illusions don’t require concentration though. Don’t forget it only requires a 4th level slot now to make a major image last until dispelled without needing concentration. [B]Suggestion[/B]: Don’t wait for folks to question your illusions - make them take action in response to them with this spell. [B]Banishment[/B]: Send a creature into the mirror realm! Either make a creature disappear then bring back an illusion of them which you are in control of. Play on the fact that the subject pops back into sight. Or reset the scene while the target is banished. Also useful to get rid of those pesky creatures with blindsight or even worse truesight that can really mess up your plans. [B]Dispel Magic[/B]: There are spells like see invisibility and true sight that are not your friend. Deal with them. [B]Various Summon spells[/B]: Used judiciously your foes won’t know which creatures are real and which illusory. [B]Mage hand[/B]: Illusions can’t interact with objects so give them a helping hand. The illusion of you fleeing down a corridor is greatly improved when you open a physical door to do so. [B]Light[/B]: Illusions won’t generate light so if your illusion sheds light then you’ll need to assist. Luckily this spell lasts a long time. [/QUOTE]
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