Smart Illusion Spells

Astalanya

First Post
A long discussion elsewhere precipitated into a general query: what makes a good illusion spell work? Even using the SRD spells, what applications of your basic illusion spells (IE: Major Image, Hallucinatory Terrain, Silent Image) are staples of your game or excellent examples? We've noticed a decided lack of illusion use in our respective campaigns and we're trying to ponder how we might enhance or increase the creativity and flexibility of this lovely school.

Ideas?
Suggestions?
Reminescence?
 

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Hum, a timely subject. I'm just about to start the Shackled City campaign and one of the players wants to be a Gnome Illusionist---which will be our group's first real experiment with illusions as well. Immediately upon learning that, I realized that as the DM, I'll have to plan ahead to handle illusions and study the rules for handling illusions a bit more.

For example, the first thing that came to my mind is....can an illusion cause a monster to be flanked if placed properly? Basically, it opens up a whole can of worms (rather fun worms) that I'll simply need to prepare for.

On the player's part, I'm sure they will need to do some good planning-on-the-fly (an oxymoron?) to make good use of illusions.

I look forward to other reponses to this thread. Perhaps I can pick up some good tips.
 

A good illusion is a plausible illusion. Player characters standing in an alley hiding from pursuers might not have access to invisibility that would cover them all and quickly, but a Silent Image making the existing trash pile bigger and wider, covering where the characters are hiding, isn't one that the pursuers would be likely to doubt. The smell's there -- provided by the real trash -- and it's a place where they know trash is dumped, so seeing more trash there isn't surprising at all.

On the flanking issue, isn't there a phantasm spell that specifically creates a phantasmal flanker to screw with opponents? If so, that would suggest the default illusions don't let you do that.
 

Hmm.

Illusions are always tricky. On one hand, they can produce some powerful effects from a simple level 1 spell. They also provide a ton of versatility. On the other hand, they don't do anything at all. There's also that whole "what exactly is 'interacting with' " thing.
I'd suggest you talk with the PCs beforehand to get that question out of the way. Set whatever rules you think is fair, just let the PCs know before hand.
i.e., is looking at an illusion the same as interacting with it, thus granting the Will save?
If a player takes illusory lethal damage from an illusory Fireball do they fall unconscious on a failed Will save?
When does someone get to make a Will save (if at all) for stepping on an illusory floor over a pit trap?
And so on and so on...

Later!
Gruns

P.s.- I recently attacked my party with a gang of 4 real and 4 illusionary bad guys. I gave them the flanking bonus even when the illusions caused the flank. The reasoning is that the PCs (until they make that Will save) feel very much in danger from the fake ones too, and thus concntrate on them as well. The funny thing was that when one of the PCs made his save and yelled out that some were illusions, a gave a +10 bonus on subsequent PCs' Will saves. The party swashbuckler proceded to roll Will saves in the area of 1,3,3,1 etc and so throughout the whole fight was attacking illusions. All in all, a fun fight.
 

I absolutely love illusion.

But then, I absolutely love any spell that by it's nature must be applied creatively. You can do so much if you are creative; and so little if you use it like a fireball.

My games tend to have Evocation as a barred school. It makes everything more interesting.
 

I hate how DMs lack of imagination nerf Illusions.

That's the only reason I wouldn't use them.

OTOH, is so obvious when you cast an illusion spell that it really screws the illusionist's job.
 

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