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The poor illusionist...
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<blockquote data-quote="ThoughtfulOwl" data-source="post: 1585030" data-attributes="member: 11563"><p>Spellcraft checks aren't that big a problem, as there is a number of ways to hide what you are doing. Cover, concealment, interposed objects, bad illumination, being invisible or hidden and still spell will mask the somatic component; loud background noises, thick walls and silent spell mask the verbal one; casting from a wand or staff, being too far away to be clearly heard and seen or just casting the spell beforehand will mask both.</p><p> </p><p> As for the other issues, an illusionist is basically a (magic-aided) deceiver and should behave accordingly; in the end, he is just lying to others, deceiving them or manipulating them through false information: only, he is doing it with spells in addition or instead of more conventional means. Sometimes a plain lie won't stand up to scrutiny and he is forced to be subtler.</p><p> </p><p> For example, let's say that I'm seen casting a major image; however, instead of having something popping suddenly into existence I avoid to break continuity with the existing scene and make the illusionary element depart subtly from reality. From the point of view of my foes recognizing the spell is of little value; they may know what I cast, but they have no clue about what is still real and what isn't anymore. In fact, I can even capitalize on their suspicions by making an illusion that they will take for granted, while trying to disbelieve something suspect yet absolutely real.</p><p> </p><p> There also ways around the other problems. Arcane sight and true seeing are both limited to a 120' radius; sometimes an illusion doesn't need to be close to be effective: an illusionary great wyrm soaring high in the sky or an approaching illusionary army can dissuade a foe long before coming that close. Arcane sight + spellcraft check may tell you that there is an illusion spell on the death knight charging toward you with a greatsword, but you don't know what the illusion is doing; what is false? His armor? His nature? His position? His very existence? True seeing poses a bigger trouble, yet a simple solution is to stick to non-visual illusions.</p><p> </p><p> Assuming that not all the foes have these means, a brutally effective tactic is either to put them out of business first or to divide them from their peers and then concentrating on the latter. Another possibility is to use illusionary istantaneous effects (like using shadow evocation to cast a fake fireball): foes with true seeing will see it for what it is, but at least they get no time to warn their allies.</p><p> </p><p> Keep also in mind that several illusions (including many patterns and phantasms) don't allow to disbelieve to begin with.</p><p> </p><p> In the end the job of an illusionist is to be deceitful, like casting an illusion as a frame around something real, then watching the enemies as they assume that the whole thing is either all real or all fake. The trick is to keep one's foes outsmarted.</p><p> </p><p> Remember: the deceiver and the liar always have a starting advantage: they choose where to put their lies, while their victims have to suspect and double-check everything.</p></blockquote><p></p>
[QUOTE="ThoughtfulOwl, post: 1585030, member: 11563"] Spellcraft checks aren't that big a problem, as there is a number of ways to hide what you are doing. Cover, concealment, interposed objects, bad illumination, being invisible or hidden and still spell will mask the somatic component; loud background noises, thick walls and silent spell mask the verbal one; casting from a wand or staff, being too far away to be clearly heard and seen or just casting the spell beforehand will mask both. As for the other issues, an illusionist is basically a (magic-aided) deceiver and should behave accordingly; in the end, he is just lying to others, deceiving them or manipulating them through false information: only, he is doing it with spells in addition or instead of more conventional means. Sometimes a plain lie won't stand up to scrutiny and he is forced to be subtler. For example, let's say that I'm seen casting a major image; however, instead of having something popping suddenly into existence I avoid to break continuity with the existing scene and make the illusionary element depart subtly from reality. From the point of view of my foes recognizing the spell is of little value; they may know what I cast, but they have no clue about what is still real and what isn't anymore. In fact, I can even capitalize on their suspicions by making an illusion that they will take for granted, while trying to disbelieve something suspect yet absolutely real. There also ways around the other problems. Arcane sight and true seeing are both limited to a 120' radius; sometimes an illusion doesn't need to be close to be effective: an illusionary great wyrm soaring high in the sky or an approaching illusionary army can dissuade a foe long before coming that close. Arcane sight + spellcraft check may tell you that there is an illusion spell on the death knight charging toward you with a greatsword, but you don't know what the illusion is doing; what is false? His armor? His nature? His position? His very existence? True seeing poses a bigger trouble, yet a simple solution is to stick to non-visual illusions. Assuming that not all the foes have these means, a brutally effective tactic is either to put them out of business first or to divide them from their peers and then concentrating on the latter. Another possibility is to use illusionary istantaneous effects (like using shadow evocation to cast a fake fireball): foes with true seeing will see it for what it is, but at least they get no time to warn their allies. Keep also in mind that several illusions (including many patterns and phantasms) don't allow to disbelieve to begin with. In the end the job of an illusionist is to be deceitful, like casting an illusion as a frame around something real, then watching the enemies as they assume that the whole thing is either all real or all fake. The trick is to keep one's foes outsmarted. Remember: the deceiver and the liar always have a starting advantage: they choose where to put their lies, while their victims have to suspect and double-check everything. [/QUOTE]
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