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Phantasmal Force's non-saving throw--how would you handle?
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<blockquote data-quote="Stormdale" data-source="post: 6820882" data-attributes="member: 3555"><p>Phantasmal force is my favourite 2nd level spell. We’ve ruled that you can use your action to interact with the phantasm and get an investigation check (loss of attack being a big enough loss) to try to end the effect (after a few mock battles where I had our fighter types gnashing their teeth in frustration not being able to act for 10 rounds and taking 1d6 per round after failing their Int save).</p><p></p><p>IMO the key to using it is to focus on effects that immobilise your opponent- a 10ft block of stone falling from the ceiling and pinning/crushing the creature beneath it- added bonus target is prone beneath the stone and so easier for your allies to hit. The above mentioned encase them in a 10ft block of ice ala a wall of ice spell works too- both of these give reason to do 1d6 damage. Other options are an iron 10 ft cube prison cell bars could stop an opponent chasing you but is hard to justify a damage effect. </p><p></p><p>I see illusionary archers firing a 1d6 auto hit arrow, or other creatures attacking, a bit of a waste but could have distraction value under the right circumstances. </p><p></p><p>My group never rated it as a spell till I started using it (was trying to recreate a 1e gnomish illusionist and phantasmal force was always one of my go to spells) and it has changed many a battle in our favour.</p><p></p><p>Stormdale</p></blockquote><p></p>
[QUOTE="Stormdale, post: 6820882, member: 3555"] Phantasmal force is my favourite 2nd level spell. We’ve ruled that you can use your action to interact with the phantasm and get an investigation check (loss of attack being a big enough loss) to try to end the effect (after a few mock battles where I had our fighter types gnashing their teeth in frustration not being able to act for 10 rounds and taking 1d6 per round after failing their Int save). IMO the key to using it is to focus on effects that immobilise your opponent- a 10ft block of stone falling from the ceiling and pinning/crushing the creature beneath it- added bonus target is prone beneath the stone and so easier for your allies to hit. The above mentioned encase them in a 10ft block of ice ala a wall of ice spell works too- both of these give reason to do 1d6 damage. Other options are an iron 10 ft cube prison cell bars could stop an opponent chasing you but is hard to justify a damage effect. I see illusionary archers firing a 1d6 auto hit arrow, or other creatures attacking, a bit of a waste but could have distraction value under the right circumstances. My group never rated it as a spell till I started using it (was trying to recreate a 1e gnomish illusionist and phantasmal force was always one of my go to spells) and it has changed many a battle in our favour. Stormdale [/QUOTE]
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Phantasmal Force's non-saving throw--how would you handle?
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