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*Pathfinder & Starfinder
Some illusion spells for Pathfinder
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<blockquote data-quote="Pielorinho" data-source="post: 5729432" data-attributes="member: 259"><p>I'm playing a pathfinder illusionist, and I'd love to create some nifty new spells. I'll throw out drafts here for discussion/criticism/blatant mockery.</p><p></p><p>Here's the first one, inspired by a great sequence in one of the <em>Dresden Files</em> novels:</p><p></p><p>Notes: </p><p>1) Obviously it's modeled off Mirror Image. It's less powerful than MI because it doesn't grant a straight dice-based defensive benefit, but it's significantly more flexible, so I bumped it up a level.</p><p>2) Compare to the third-level Major Image: it has no smell or thermal effects, and it's much less flexible. On the other hand, it's got a far superior duration and doesn't require concentration. I think it's about equivalent.</p><p>3) Regarding the way to move the figments, I'm not sure about how the spell handles this. Having movement be a free action seems a little powerful to me, but maybe it'd be okay; I like the idea of requiring some sort of action cost for making the puppets dance, so to speak. Requiring concentration, however, seems a little steep and prevents fun stuff like moving to new, creepy positions and then casting a spell in the same round--or even combining this effect with one of the Minor/Silent/Major Image spells and using your concentration check for that (e.g., use a move action to make your Manybody run over to a rock wall, and your concentration check to make your Major Image appear to grab a chunk of rock from the wall and hurl it at an enemy). Requiring a move action seems like a good compromise. I left the actions they could take ambiguous; it's an illusion, after all, and those actions should be up to the player's creativity.</p><p>4) Part of the spell's not-necessarily-obvious power is in the illusory spell effects it creates: it means an illusionist can use a 3rd-level spell to cast offensive spells and still not have his own location immediately discernible. It's obviously nowhere near as good as Improved Invisibility (although it has a better duration), but I really like the idea of, say, several fireballs shooting out to target the same area. On a related note, it's unclear from the description whether these spell fragments can exceed Manybody's range. I'm inclined to say they can't, but what do folks think it should be?</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 5729432, member: 259"] I'm playing a pathfinder illusionist, and I'd love to create some nifty new spells. I'll throw out drafts here for discussion/criticism/blatant mockery. Here's the first one, inspired by a great sequence in one of the [I]Dresden Files[/I] novels: Notes: 1) Obviously it's modeled off Mirror Image. It's less powerful than MI because it doesn't grant a straight dice-based defensive benefit, but it's significantly more flexible, so I bumped it up a level. 2) Compare to the third-level Major Image: it has no smell or thermal effects, and it's much less flexible. On the other hand, it's got a far superior duration and doesn't require concentration. I think it's about equivalent. 3) Regarding the way to move the figments, I'm not sure about how the spell handles this. Having movement be a free action seems a little powerful to me, but maybe it'd be okay; I like the idea of requiring some sort of action cost for making the puppets dance, so to speak. Requiring concentration, however, seems a little steep and prevents fun stuff like moving to new, creepy positions and then casting a spell in the same round--or even combining this effect with one of the Minor/Silent/Major Image spells and using your concentration check for that (e.g., use a move action to make your Manybody run over to a rock wall, and your concentration check to make your Major Image appear to grab a chunk of rock from the wall and hurl it at an enemy). Requiring a move action seems like a good compromise. I left the actions they could take ambiguous; it's an illusion, after all, and those actions should be up to the player's creativity. 4) Part of the spell's not-necessarily-obvious power is in the illusory spell effects it creates: it means an illusionist can use a 3rd-level spell to cast offensive spells and still not have his own location immediately discernible. It's obviously nowhere near as good as Improved Invisibility (although it has a better duration), but I really like the idea of, say, several fireballs shooting out to target the same area. On a related note, it's unclear from the description whether these spell fragments can exceed Manybody's range. I'm inclined to say they can't, but what do folks think it should be? Thoughts? [/QUOTE]
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Some illusion spells for Pathfinder
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