Felon said:You were initially laying out a situation where a large group of people were being misled for hours by the spell. I'll grant that the issue of concealing something like the sun with what would appear to be a low-flying cloud is a bit subjective (you certainly couldn't block all of the light cast by the sun, or the resulting direction of the shadows). However, the main reason it doesn't work is because once the spell is cast the figment can only move within a relatively small area of effect (a certain number of 10-foot cubes). So right there it's not traveling with you for any significant distance.
Stalker0 said:I'm going with shatter. You can break weapons, doors, binding ropes, etc.
But once you've walked a quarter mile, you'll be out of the illusionary sun/moon, and you'll likely notice that the sun suddenly jumps to the left.apsuman said:Assume the following:
Your campaign world is the size of earth with a moon the size of Earth's moon and at the same distance. Also, the sun is the same size and distance from your world as it is from Earth.
Also, assuming that my math is correct...
Storminator said:But once you've walked a quarter mile, you'll be out of the illusionary sun/moon, and you'll likely notice that the sun suddenly jumps to the left.
And if it's an army, the column could easily be a half mile long. How are you going to get the angles right to cover the sun for each person individually?
PS
But couldn't that 17th level sorcerer just cast Horrid Wilting on the army?apsuman said:true, but if you are marching with the sun to your left...
The point is that you could make the sun look like it is in another place.
A level 17 sorcerer could make a sun large enough to place 1.6Km away.
Even if the army marches only 1/4 of a mile, if it is 1/4 of a mile toward that ambush you are the hero.
Eraslin said:I'm going to have to second this one. Especially when you combine it with the chain spell feat. It's a will save to prevent your held weapons/armor from being shattered, and fighters have a low will save...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.