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*Pathfinder & Starfinder
Illusions: So you failed your saving throw...
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<blockquote data-quote="entr0py" data-source="post: 1931691" data-attributes="member: 27244"><p>Way back since 1st edition our group had a way of dealing with illusions that we felt was more simple than any printed rule on the subject. Basically Illusions -- like real objects -- are made up of sensory componants: visual, audible, ofactory, thermal, and tactile.</p><p></p><p>Per the original spell descriptions, the lowest level and simplest illusions only had a visible componant, and more componants were added as spell level increased.</p><p></p><p>Our House Rule: </p><p>1) Illusions are VISUALLY real. (except for those that by spell description are only present in the recipient's mind.) Therefore, an illusionary wall, that is discovered as such, remains blocking sight and light for the spell duration. It doesn't suddenly get translusent or disappear when discovered. This made illusions great for hiding and concealment and, frankly, more fun to use.</p><p></p><p>2) In order to discover an illusion for what it is, one must interact with it. Because we treated illusions as visually real, merely looking at the illusion would not reveal it as such. </p><p></p><p>Every componant missing from the object that the character interacted with -- for example an illusionary candle that gave off no heat would allow all an immediate saving throw, at a cumulative +4 per missing sensory componant, to disbelieve. Of course the person had to be close enough to the phantasm to notice the missing heat. If he chose to "disbelieve" from across the room, a saving throw would be allowed, but successful or not he would continue to see the candle as a candle -- because visually, its real. Even if disbelief was successful and the illusion was discovered, the image remained, visually real, giving candlelite to its area of effect. </p><p></p><p>Each time an illusion is interacted with -- say touching an illusionary wall that lacked the tactile componant. An immediate saving throw was allowed the interacting person (with a +4 for lacking tactile componant.) An illusionary orc that has all the sensory componants, but on which the caster has ceased consentration, stops "reacting appropriatly" granting all that swing to hit it an immediate saving throw -- with +4 benefit because of the missing reactions.</p><p></p><p>The illusionary orc that one was fighting better have all the sensory componants and a mage actively concentrating on making his creation react appropriatly or the illusion would soon be discovered. Even after discovery however, the illusionary orc would visually remain, like a mystical hologram going thru the motions until the spell expired.</p><p></p><p>Of course the toughest illusions to discover were those with all the necessary componants present and little or no reaction required. A permanent illusionary wall could be disbelieved, with a saving throw, and if successful, could be passed thru. Or knocking on the wall with a sword generates no "clink". These actions would individually grant all who saw or heard an immediate save at +4, or +8 if both actions occurred. (because with these actions, the image didn't react properly.) </p><p></p><p>3) Illusions that duplicated instantaneous spell effects, like an illusionary fireball, needed to be created by an illusion spell of equivalent or better level (in this case 3rd level or better), or the created effect was just not believable enough to be effective. A successful save caused no damage. A failed save caused full (subduel) damage. Futhermore the illusion better have the thermal componant or the saving throw is made by those in the AoE with a +4 bonus.</p><p></p><p>I hope this response is some benefit to your games. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="entr0py, post: 1931691, member: 27244"] Way back since 1st edition our group had a way of dealing with illusions that we felt was more simple than any printed rule on the subject. Basically Illusions -- like real objects -- are made up of sensory componants: visual, audible, ofactory, thermal, and tactile. Per the original spell descriptions, the lowest level and simplest illusions only had a visible componant, and more componants were added as spell level increased. Our House Rule: 1) Illusions are VISUALLY real. (except for those that by spell description are only present in the recipient's mind.) Therefore, an illusionary wall, that is discovered as such, remains blocking sight and light for the spell duration. It doesn't suddenly get translusent or disappear when discovered. This made illusions great for hiding and concealment and, frankly, more fun to use. 2) In order to discover an illusion for what it is, one must interact with it. Because we treated illusions as visually real, merely looking at the illusion would not reveal it as such. Every componant missing from the object that the character interacted with -- for example an illusionary candle that gave off no heat would allow all an immediate saving throw, at a cumulative +4 per missing sensory componant, to disbelieve. Of course the person had to be close enough to the phantasm to notice the missing heat. If he chose to "disbelieve" from across the room, a saving throw would be allowed, but successful or not he would continue to see the candle as a candle -- because visually, its real. Even if disbelief was successful and the illusion was discovered, the image remained, visually real, giving candlelite to its area of effect. Each time an illusion is interacted with -- say touching an illusionary wall that lacked the tactile componant. An immediate saving throw was allowed the interacting person (with a +4 for lacking tactile componant.) An illusionary orc that has all the sensory componants, but on which the caster has ceased consentration, stops "reacting appropriatly" granting all that swing to hit it an immediate saving throw -- with +4 benefit because of the missing reactions. The illusionary orc that one was fighting better have all the sensory componants and a mage actively concentrating on making his creation react appropriatly or the illusion would soon be discovered. Even after discovery however, the illusionary orc would visually remain, like a mystical hologram going thru the motions until the spell expired. Of course the toughest illusions to discover were those with all the necessary componants present and little or no reaction required. A permanent illusionary wall could be disbelieved, with a saving throw, and if successful, could be passed thru. Or knocking on the wall with a sword generates no "clink". These actions would individually grant all who saw or heard an immediate save at +4, or +8 if both actions occurred. (because with these actions, the image didn't react properly.) 3) Illusions that duplicated instantaneous spell effects, like an illusionary fireball, needed to be created by an illusion spell of equivalent or better level (in this case 3rd level or better), or the created effect was just not believable enough to be effective. A successful save caused no damage. A failed save caused full (subduel) damage. Futhermore the illusion better have the thermal componant or the saving throw is made by those in the AoE with a +4 bonus. I hope this response is some benefit to your games. :) [/QUOTE]
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